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@@ -550,8 +550,9 @@ You can set uniforms in the editor in the material. Or you can set them through
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.. note:: The first argument to ``set_shader_param`` is the name of the uniform in the shader. It
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must match *exactly* to the name of the uniform in the shader or else it will not be recognized.
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-Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints
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-to make the compiler understand for what the uniform is used.
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+Any GLSL type except for *void* can be a uniform. Additionally, Godot provides
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+optional shader hints to make the compiler understand for what the uniform is
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+used, and how the editor should allow users to modify it.
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.. code-block:: glsl
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@@ -565,25 +566,25 @@ It's important to understand that textures that are supplied as color require hi
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Full list of hints below:
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-+----------------+------------------------------+-------------------------------------+
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-| Type | Hint | Description |
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-+================+==============================+=====================================+
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-| **vec4** | hint_color | Used as color |
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-+----------------+------------------------------+-------------------------------------+
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-| **int, float** | hint_range(min, max[, step]) | Used as range (with min/max/step) |
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-+----------------+------------------------------+-------------------------------------+
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-| **sampler2D** | hint_albedo | Used as albedo color, default white |
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-+----------------+------------------------------+-------------------------------------+
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-| **sampler2D** | hint_black_albedo | Used as albedo color, default black |
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-+----------------+------------------------------+-------------------------------------+
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-| **sampler2D** | hint_normal | Used as normalmap |
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-+----------------+------------------------------+-------------------------------------+
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-| **sampler2D** | hint_white | As value, default to white. |
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-+----------------+------------------------------+-------------------------------------+
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-| **sampler2D** | hint_black | As value, default to black |
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-+----------------+------------------------------+-------------------------------------+
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-| **sampler2D** | hint_aniso | As flowmap, default to right. |
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-+----------------+------------------------------+-------------------------------------+
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++----------------+------------------------------+------------------------------------------------------+
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+| Type | Hint | Description |
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++================+==============================+======================================================+
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+| **vec4** | hint_color | Used as color. |
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++----------------+------------------------------+------------------------------------------------------+
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+| **int, float** | hint_range(min, max[, step]) | Restricted to values in a range (with min/max/step). |
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++----------------+------------------------------+------------------------------------------------------+
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+| **sampler2D** | hint_albedo | Used as albedo color, default white. |
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++----------------+------------------------------+------------------------------------------------------+
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+| **sampler2D** | hint_black_albedo | Used as albedo color, default black. |
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++----------------+------------------------------+------------------------------------------------------+
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+| **sampler2D** | hint_normal | Used as normalmap. |
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++----------------+------------------------------+------------------------------------------------------+
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+| **sampler2D** | hint_white | As value, default to white. |
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++----------------+------------------------------+------------------------------------------------------+
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+| **sampler2D** | hint_black | As value, default to black |
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++----------------+------------------------------+------------------------------------------------------+
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+| **sampler2D** | hint_aniso | As flowmap, default to right. |
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++----------------+------------------------------+------------------------------------------------------+
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GDScript uses different variable types than GLSL does, so when passing variables from GDScript
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to shaders, Godot converts the type automatically. Below is a table of the corresponding types:
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