In Godot 2, there was a visual editor for creating shaders, Visual Shader Editor. It was removed in Godot 3 because low level shader code changes basically broke it. Now it’s been fixed and Visual Shaders are now back in the current development branch. In addition to actually running again, there are also some changes between the 2.x and 3.x versions, as announced on the Godot website:
- New full PBR output nodes
- No more Vec3 <-> Scalar adapter nodes, conversion is automatic
- Easier input nodes for more organized graph.
- Extending it via scripting (creating custom nodes) is possible.
- Port previews (see blow)
You can see the newly re-enabled visual shader in the following video: