We have redirected you to our new domain: store.godotengine.org. Please update your bookmarks!

Description
Changelog
Reviews

CGLF — Custom Global Light Function

Provides a manager to define and customize a single centralized custom global light() function shared across all or chosen shaders in the project.

Why use this plugin?

  • Development friendly manager to keep consistent lighting throughout your project. No more copy and paste nightmares!
  • Change your lighting logic in one place and it automatically updates on all shaders files!
  • No extra resources cost for running screen-space lighting logic. More FPS, more happiness!

Features

  • Define a global light() function once and reuse it everywhere.
  • Easily managed through the plugin dock.
  • Create as many light() profiles as desired, called CLF (Custom Light Function).
  • Choose which shader types get affected.
  • CLLF (Custom Local Light Function) allows for smaller, isolated environments where one light() affects only desired shaders.
  • Blacklist for shader files not meant to be affected by CLF.
  • Currently only .gdshader files are supported.

Installation

A — Asset Library

  1. Add the plugin to your project via the Asset Library.
  2. In Godot, go to Project → Project Settings → Plugins and enable CGLF — Custom Global Light Function.

B — Repository

  1. Download or clone this repository.
  2. Copy the addons/cglf_custom_global_light_function folder into your Godot project.
  3. In Godot, go to Project → Project Settings → Plugins and enable CGLF — Custom Global Light Function.

Usage

  1. Find the plugin's dock on Godot's right dock.
  2. Usage:
    • Create CLF → To start create a CLF.
    • Edit → Open the .gdshaderinc file to edit.
    • Copy Injection Code → Copies include boiler plate to clipboard for manually addition.
    • Inject Shaders → Injects all shaders with CLF's current settings.
    • CLLF → Converts the CLF into a CLLF, changing it to a Custom Local Light Function which affects only shaders whitelisted.
    • Replace Existing Light Functions → Automatically replaces light() functions already present in shaders.
    • Shader Types → List of shader types to be affected by the current CLF.
    • Blacklist → List of shaders to exclude.
    • Whitelist → List of shaders to be affected only by the current CLF.

Planned Future Additions

  • Add support for in-scene saved Shaders
  • Add support to Materials
  • Add support to visual shaders

Changelog for version v1.0.0

No changelog provided for this version.

Reviews (0)

CGLF — Custom Global Light Function has no reviews yet.

Login to write a review.