Named Reroute adds named value ports to Godot's Visual Shader editor.
Wire a value into NamedRerouteIn once, give it a name, then place NamedRerouteOut nodes anywhere in the same shader stage and pick that name from a dropdown. No long cables across the graph—just clear, reusable named values.
FEATURES
• NamedRerouteIn / NamedRerouteOut custom Visual Shader nodes
• On-node Name field for Ins; Outs pick from a dropdown of existing In names
• Same-stage matching (Fragment, Vertex, Light, …)
• Distinctive accent colors (Red → Orange → Yellow → Green → Blue → Purple → Pink → Black → White → Gray, then unique variations). Outs match their In. Duplicated Ins get a new color automatically
• Hidden dependency linking so Godot's code generator includes declarations correctly
• Supports Float, Int, UInt, Vector2/3/4, Boolean, and Transform
• Editor warnings for duplicate In names and type mismatches
• Negligible shader cost (simple locals/assigns; often better than duplicating node chains)
HOW TO USE
1 - Enable the plugin (Project → Project Settings → Plugins) 2 - In a VisualShader, add NamedRerouteIn from the NamedReroute category 3 - Connect your graph into In, set Name and Type on the node 4 - Add NamedRerouteOut, select the same name from the dropdown 5 - Plug Out into wherever you need the value
If nodes don't appear in the Add menu after enabling, restart the editor once.
REQUIREMENTS
• Godot 4.7 (tested target)
NOTES
Godot's built-in Reroute only tidies wires. Varyings cross shader stages. This addon is for same-stage named reuse—cleaner graphs without changing how your material math runs.
Changelog for version v1.1
2026-10-01 19:39:21
No changelog provided for this version.