:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the VisualShaderNodeInput.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_VisualShaderNodeInput: VisualShaderNodeInput ===================== **Inherits:** :ref:`VisualShaderNode` **<** :ref:`Resource` **<** :ref:`RefCounted` **<** :ref:`Object` Represents the input shader parameter within the visual shader graph. Description ----------- Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check ``Tutorials`` section for link). Tutorials --------- - :doc:`Shading reference index <../tutorials/shaders/shader_reference/index>` Properties ---------- +-----------------------------+--------------------------------------------------------------------+--------------+ | :ref:`String` | :ref:`input_name` | ``"[None]"`` | +-----------------------------+--------------------------------------------------------------------+--------------+ Methods ------- +-----------------------------+--------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_input_real_name` **(** **)** |const| | +-----------------------------+--------------------------------------------------------------------------------------------------------+ Signals ------- .. _class_VisualShaderNodeInput_signal_input_type_changed: - **input_type_changed** **(** **)** Emitted when input is changed via :ref:`input_name`. Property Descriptions --------------------- .. _class_VisualShaderNodeInput_property_input_name: - :ref:`String` **input_name** +-----------+-----------------------+ | *Default* | ``"[None]"`` | +-----------+-----------------------+ | *Setter* | set_input_name(value) | +-----------+-----------------------+ | *Getter* | get_input_name() | +-----------+-----------------------+ One of the several input constants in lower-case style like: "vertex"(``VERTEX``) or "point_size"(``POINT_SIZE``). Method Descriptions ------------------- .. _class_VisualShaderNodeInput_method_get_input_real_name: - :ref:`String` **get_input_real_name** **(** **)** |const| Returns a translated name of the current constant in the Godot Shader Language. E.g. ``"ALBEDO"`` if the :ref:`input_name` equal to ``"albedo"``. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`