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- :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/<name>/doc_classes.
- .. _class_VisualShaderNodeInput:
- VisualShaderNodeInput
- =====================
- **Inherits:** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_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<class_String>` | :ref:`input_name<class_VisualShaderNodeInput_property_input_name>` | ``"[None]"`` |
- +-----------------------------+--------------------------------------------------------------------+--------------+
- Methods
- -------
- +-----------------------------+--------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`get_input_real_name<class_VisualShaderNodeInput_method_get_input_real_name>` **(** **)** |const| |
- +-----------------------------+--------------------------------------------------------------------------------------------------------+
- Signals
- -------
- .. _class_VisualShaderNodeInput_signal_input_type_changed:
- - **input_type_changed** **(** **)**
- Emitted when input is changed via :ref:`input_name<class_VisualShaderNodeInput_property_input_name>`.
- Property Descriptions
- ---------------------
- .. _class_VisualShaderNodeInput_property_input_name:
- - :ref:`String<class_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<class_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<class_VisualShaderNodeInput_property_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.)`
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