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Godot - World Scale Point Mesh Shader

September 1, 2026

Fixed size points vs world scale points.

Fixed size points vs world scale points.

A quick Godot shader to render mesh points at world scale instead of at a fixed size.

Shader Code Download

shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded;

uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float point_size : hint_range(0.1, 128.0, 0.1);

uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;

uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);

uniform vec3 uv1_scale = vec3(1.0, 1.0, 1.0);
uniform vec3 uv1_offset;

void vertex() {
  // https://godotforums.org/d/42124-adjust-point-size-in-point-mesh-in-inverse-relation-to-distance-to-camera

  // https://godotshaders.com/shader/how-to-get-vertical-camera-fov/
  float fov_y = atan(-1.0 / PROJECTION_MATRIX[1][1]) * 2.0;
  // https://gamedev.stackexchange.com/a/54492
  float vertex_distance_camera_plane = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).z * -1.0;
  float world_point_size = point_size;
  float near_plane_height = VIEWPORT_SIZE.y / (2.0 * tan(0.5 * fov_y));
  POINT_SIZE = (near_plane_height * world_point_size) / vertex_distance_camera_plane;

  UV = UV * uv1_scale.xy + uv1_offset.xy;
}

void fragment() {
  vec2 base_uv = UV;

  // Use Point Size: Enabled
  vec4 albedo_tex = texture(texture_albedo, POINT_COORD);

  // Vertex Color Use as Albedo: Enabled
  albedo_tex *= COLOR;

  ALBEDO = albedo.rgb * albedo_tex.rgb;

  float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
  METALLIC = metallic_tex * metallic;
  SPECULAR = specular;

  vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
  float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
  ROUGHNESS = roughness_tex * roughness;
  ALPHA *= albedo.a * albedo_tex.a;
  ALPHA_SCISSOR_THRESHOLD = 0.8;
}

License: Zero-Clause BSD