godot/doc/classes/VisualShaderNodeTextureUnif...

42 lines
1.9 KiB
XML
Raw Normal View History

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Performs a uniform texture lookup within the visual shader graph.
</brief_description>
<description>
Performs a lookup operation on the texture provided as a uniform for the shader.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0">
Sets the default color if no texture is assigned to the uniform.
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0">
Defines the type of data provided by the source texture. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="TYPE_DATA" value="0" enum="TextureType">
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
<constant name="TYPE_ANISO" value="3" enum="TextureType">
Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap.
</constant>
<constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault">
Defaults to white color.
</constant>
<constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault">
Defaults to black color.
</constant>
</constants>
</class>