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Shaders and materials: choose a task

Practical routes to 2D effects, 3D surfaces and material control.

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Find the task

TaskGuide
Understand C# versus GPU workShader introduction
Modify Sprite2D color, transparency and revealFirst 2D shader
Create heightmap reliefFirst 3D shader
Control PBR and independent object parametersMaterial and parameters
Configure a regular surface without a custom programStandardMaterial3D
Project tracks and markingsDecals
Configure background, ambient light and effectsEnvironment

Choose the program type

canvas_item processes 2D surfaces; spatial handles 3D materials. Fog, sky, particles and compute are different tasks: their programs cannot simply be pasted into an ordinary Sprite2D fragment().

Shader is the program. ShaderMaterial stores its reference and regular-uniform values. Material assignment and parameter control depend on the receiver. Two materials can share a Shader while keeping different values; two objects sharing a ShaderMaterial share those values.

Start with a complete example for the intended dimension. Keep a baseline frame and change one parameter at a time. Check resource assignment, uniform name and value type before inspecting the formula and lighting. A material-cache entry does not establish that the shader uses that name.

Open the API

Shader: program and metadata. ShaderMaterial: resource parameters. CanvasItem: 2D assignment, modulation and inheritance. GeometryInstance3D: individual 3D geometry parameters.

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