:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderMaterial.xml. .. _class_ShaderMaterial: ShaderMaterial ============== **Inherits:** :ref:`Material` **<** :ref:`Resource` **<** :ref:`RefCounted` **<** :ref:`Object` A material defined by a custom :ref:`Shader` program and the values of its shader parameters. .. rst-class:: classref-introduction-group Description ----------- A material that uses a custom :ref:`Shader` program to render visual items (canvas items, meshes, skies, fog), or to process particles. Compared to other materials, **ShaderMaterial** gives deeper control over the generated shader code. For more information, see the shaders documentation index below. Multiple **ShaderMaterial**\ s can use the same shader and configure different values for the shader uniforms. \ **Note:** For performance reasons, the :ref:`Resource.changed` signal is only emitted when the :ref:`Resource.resource_name` changes. Only in editor, it is also emitted for :ref:`shader` changes. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`Shaders documentation index <../tutorials/shaders/index>` .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +-----------------------------+-----------------------------------------------------+ | :ref:`Shader` | :ref:`shader` | +-----------------------------+-----------------------------------------------------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Variant` | :ref:`get_shader_parameter`\ (\ param\: :ref:`StringName`\ ) |const| | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_shader_parameter`\ (\ param\: :ref:`StringName`, value\: :ref:`Variant`\ ) | +-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_ShaderMaterial_property_shader: .. rst-class:: classref-property :ref:`Shader` **shader** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_shader**\ (\ value\: :ref:`Shader`\ ) - :ref:`Shader` **get_shader**\ (\ ) The :ref:`Shader` program used to render this material. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_ShaderMaterial_method_get_shader_parameter: .. rst-class:: classref-method :ref:`Variant` **get_shader_parameter**\ (\ param\: :ref:`StringName`\ ) |const| :ref:`🔗` Returns the current value set for this material of a uniform in the shader. .. rst-class:: classref-item-separator ---- .. _class_ShaderMaterial_method_set_shader_parameter: .. rst-class:: classref-method |void| **set_shader_parameter**\ (\ param\: :ref:`StringName`, value\: :ref:`Variant`\ ) :ref:`🔗` Changes the value set for this material of a uniform in the shader. \ **Note:** ``param`` is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector). \ **Note:** Changes to the shader uniform will be effective on all instances using this **ShaderMaterial**. To prevent this, use per-instance uniforms with :ref:`GeometryInstance3D.set_instance_shader_parameter()` or duplicate the **ShaderMaterial** resource using :ref:`Resource.duplicate()`. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the **ShaderMaterial** when possible. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)` .. |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.)` .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)` .. |void| replace:: :abbr:`void (No return value.)`