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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Shader" inherits="Resource" version="3.4">
- <brief_description>
- A custom shader program.
- </brief_description>
- <description>
- This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
- </description>
- <tutorials>
- <link>https://docs.godotengine.org/en/3.3/tutorials/shading/index.html</link>
- <link>https://docs.godotengine.org/en/3.3/tutorials/shading/your_first_shader/what_are_shaders.html</link>
- </tutorials>
- <methods>
- <method name="get_default_texture_param" qualifiers="const">
- <return type="Texture">
- </return>
- <argument index="0" name="param" type="String">
- </argument>
- <description>
- Returns the texture that is set as default for the specified parameter.
- [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
- </description>
- </method>
- <method name="get_mode" qualifiers="const">
- <return type="int" enum="Shader.Mode">
- </return>
- <description>
- Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
- </description>
- </method>
- <method name="has_param" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="name" type="String">
- </argument>
- <description>
- Returns [code]true[/code] if the shader has this param defined as a uniform in its code.
- [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
- </description>
- </method>
- <method name="set_default_texture_param">
- <return type="void">
- </return>
- <argument index="0" name="param" type="String">
- </argument>
- <argument index="1" name="texture" type="Texture">
- </argument>
- <description>
- Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
- [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
- </description>
- </method>
- </methods>
- <members>
- <member name="code" type="String" setter="set_code" getter="get_code" default="""">
- Returns the shader's code as the user has written it, not the full generated code used internally.
- </member>
- <member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="""">
- Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
- [b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
- </member>
- </members>
- <constants>
- <constant name="MODE_SPATIAL" value="0" enum="Mode">
- Mode used to draw all 3D objects.
- </constant>
- <constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
- Mode used to draw all 2D objects.
- </constant>
- <constant name="MODE_PARTICLES" value="2" enum="Mode">
- Mode used to calculate particle information on a per-particle basis. Not used for drawing.
- </constant>
- </constants>
- </class>
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