class_visualshadernodeinput.rst 3.4 KB

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  2. .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the VisualShaderNodeInput.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_VisualShaderNodeInput:
  6. VisualShaderNodeInput
  7. =====================
  8. **Inherits:** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
  9. Represents the input shader parameter within the visual shader graph.
  10. Description
  11. -----------
  12. 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).
  13. Tutorials
  14. ---------
  15. - :doc:`Shading reference index <../tutorials/shaders/shader_reference/index>`
  16. Properties
  17. ----------
  18. +-----------------------------+--------------------------------------------------------------------+--------------+
  19. | :ref:`String<class_String>` | :ref:`input_name<class_VisualShaderNodeInput_property_input_name>` | ``"[None]"`` |
  20. +-----------------------------+--------------------------------------------------------------------+--------------+
  21. Methods
  22. -------
  23. +-----------------------------+--------------------------------------------------------------------------------------------------------+
  24. | :ref:`String<class_String>` | :ref:`get_input_real_name<class_VisualShaderNodeInput_method_get_input_real_name>` **(** **)** |const| |
  25. +-----------------------------+--------------------------------------------------------------------------------------------------------+
  26. Signals
  27. -------
  28. .. _class_VisualShaderNodeInput_signal_input_type_changed:
  29. - **input_type_changed** **(** **)**
  30. Emitted when input is changed via :ref:`input_name<class_VisualShaderNodeInput_property_input_name>`.
  31. Property Descriptions
  32. ---------------------
  33. .. _class_VisualShaderNodeInput_property_input_name:
  34. - :ref:`String<class_String>` **input_name**
  35. +-----------+-----------------------+
  36. | *Default* | ``"[None]"`` |
  37. +-----------+-----------------------+
  38. | *Setter* | set_input_name(value) |
  39. +-----------+-----------------------+
  40. | *Getter* | get_input_name() |
  41. +-----------+-----------------------+
  42. One of the several input constants in lower-case style like: "vertex"(``VERTEX``) or "point_size"(``POINT_SIZE``).
  43. Method Descriptions
  44. -------------------
  45. .. _class_VisualShaderNodeInput_method_get_input_real_name:
  46. - :ref:`String<class_String>` **get_input_real_name** **(** **)** |const|
  47. 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"``.
  48. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  49. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  50. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  51. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  52. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  53. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`