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GDShader Render

GDShader Render

Suzuran

|
2 installs
| (0) | Free
Real-time Godot shader previews in the Visual Studio Code sidebar
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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GDShader Render

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Preview Godot .gdshader files in real time from the Visual Studio Code sidebar. A bundled Godot companion project renders the active shader in a hidden desktop window and sends captured frames back to the extension over a local connection.

Features

  • Live sidebar previews for Godot shaders.
  • Source-synchronized controls for numeric ranges, booleans, enums, colors, and vectors.
  • Separate component inputs for vec2, vec3, and vec4 uniforms.
  • Built-in sampler2D sources: white, Godot icon, configurable noise, and linear gradients.
  • Noise controls for seed, frequency, octaves, and seamless generation.
  • Automatic uniform preservation while parameters are adjusted.

Imgae

Requirements

  • Visual Studio Code 1.85 or later.
  • GDShader LSP Support. It is declared as an extension dependency (Suzuran.gdshader-lsp-support).
  • A desktop build of Godot 4.6 or later with the OpenGL 3 compatibility renderer.

Godot must be available as godot/godot.exe on PATH, in a common installation directory, or configured with gdshaderPreview.godotPath. Official Windows downloads often include the version in the executable name, so setting the full path is recommended.

Getting Started

  1. Install GDShader LSP and GDShader Render.
  2. Set gdshaderPreview.godotPath if Godot cannot be found automatically.
  3. Open a .gdshader file.
  4. Open GDShader Render from the Activity Bar.
  5. Select Enable Render Preview or run GDShader Render: Start Render Preview.

Uniform Controls

Shader declaration Preview control
float, int, or uint with hint_range Slider and numeric input
bool Checkbox
Numeric uniform with hint_enum Dropdown
vec3 or vec4 with source_color/hint_color Color picker and literal input
Non-color vec2, vec3, or vec4 Independent component numeric inputs
sampler2D White, icon, noise, or gradient source

Sampler choices are preview resources and are not written as shader literals. The icon source uses the packaged godot_icon.svg. Noise can be configured with seed, frequency, octaves, and a seamless option. Gradients expose start color, end color, and angle.

Commands

Command Windows/Linux macOS
Toggle Render Preview Ctrl+Shift+R Cmd+Shift+R
Start Render Preview Ctrl+Shift+Alt+R Cmd+Shift+Alt+R
Stop Render Preview Ctrl+Shift+Alt+S Cmd+Shift+Alt+S

Settings

Setting Default Purpose
gdshaderPreview.enable false Start the preview automatically when the extension activates.
gdshaderPreview.godotPath empty Full path to the Godot executable; empty enables automatic discovery.
gdshaderPreview.resolution 256 Width and height of the square render target, from 64 to 1024 pixels.
gdshaderPreview.maxFrameRate 30 Maximum preview and parameter-update rate, from 1 to 60 FPS.
gdshaderPreview.defaultShaderType spatial Fallback type when the source omits shader_type.
gdshaderPreview.godotLaunchArgs [] Additional Godot process arguments.
gdshaderPreview.ipcTimeout 15000 Timeout for local companion requests in milliseconds.

Every contributed setting is consumed by the runtime. Obsolete or non-functional settings are not exposed.

Known Limitations

  • The preview target is square and is not a replacement for testing inside the final Godot scene.
  • canvas_item and spatial are the primary preview targets. Other shader types may not have the same scene context they receive in Godot.
  • Project textures and engine-provided screen/depth textures are not automatically imported into the companion project.
  • Custom Godot launch arguments can override defaults and may prevent the companion from starting.

License

Released under the MIT License.

Repository: Suzuran28/gdshader-render-vsix

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