godot/doc/classes/Shader.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shader" inherits="Resource" version="4.0">
<brief_description>
A custom shader program.
</brief_description>
<description>
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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 title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="param" type="StringName" />
<description>
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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" />
<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" />
<argument index="0" name="name" type="StringName" />
<description>
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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" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="texture" type="Texture2D" />
<description>
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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>
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<members>
<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
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Returns the shader's code as the user has written it, not the full generated code used internally.
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</member>
</members>
<constants>
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<constant name="MODE_SPATIAL" value="0" enum="Mode">
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Mode used to draw all 3D objects.
</constant>
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<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
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Mode used to draw all 2D objects.
</constant>
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<constant name="MODE_PARTICLES" value="2" enum="Mode">
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Mode used to calculate particle information on a per-particle basis. Not used for drawing.
</constant>
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<constant name="MODE_SKY" value="3" enum="Mode">
Mode used for drawing skies. Only works with shaders attached to [Sky] objects.
</constant>
<constant name="MODE_FOG" value="4" enum="Mode">
Mode used for setting the color and density of volumetric fog effect.
</constant>
</constants>
</class>