CanvasItemMaterial.xml 3.6 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="CanvasItemMaterial" inherits="Material" version="4.0">
  3. <brief_description>
  4. A material for [CanvasItem]s.
  5. </brief_description>
  6. <description>
  7. [CanvasItemMaterial]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem].
  8. </description>
  9. <tutorials>
  10. </tutorials>
  11. <members>
  12. <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="CanvasItemMaterial.BlendMode" default="0">
  13. The manner in which a material's rendering is applied to underlying textures.
  14. </member>
  15. <member name="light_mode" type="int" setter="set_light_mode" getter="get_light_mode" enum="CanvasItemMaterial.LightMode" default="0">
  16. The manner in which material reacts to lighting.
  17. </member>
  18. <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
  19. The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
  20. [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
  21. </member>
  22. <member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
  23. If [code]true[/code], the particles animation will loop.
  24. [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
  25. </member>
  26. <member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
  27. The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
  28. [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
  29. </member>
  30. <member name="particles_animation" type="bool" setter="set_particles_animation" getter="get_particles_animation" default="false">
  31. If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed_max] or [member CPUParticles2D.anim_speed_max] should also be set to a positive value for the animation to play.
  32. This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
  33. </member>
  34. </members>
  35. <constants>
  36. <constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
  37. Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
  38. </constant>
  39. <constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
  40. Additive blending mode.
  41. </constant>
  42. <constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
  43. Subtractive blending mode.
  44. </constant>
  45. <constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
  46. Multiplicative blending mode.
  47. </constant>
  48. <constant name="BLEND_MODE_PREMULT_ALPHA" value="4" enum="BlendMode">
  49. Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
  50. </constant>
  51. <constant name="LIGHT_MODE_NORMAL" value="0" enum="LightMode">
  52. Render the material using both light and non-light sensitive material properties.
  53. </constant>
  54. <constant name="LIGHT_MODE_UNSHADED" value="1" enum="LightMode">
  55. Render the material as if there were no light.
  56. </constant>
  57. <constant name="LIGHT_MODE_LIGHT_ONLY" value="2" enum="LightMode">
  58. Render the material as if there were only light.
  59. </constant>
  60. </constants>
  61. </class>