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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.

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