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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CanvasItemMaterial" inherits= "Material" version= "4.0" >
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<brief_description >
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A material for [CanvasItem]s.
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</brief_description>
<description >
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[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].
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</description>
<tutorials >
</tutorials>
<members >
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<member name= "blend_mode" type= "int" setter= "set_blend_mode" getter= "get_blend_mode" enum= "CanvasItemMaterial.BlendMode" default= "0" >
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The manner in which a material's rendering is applied to underlying textures.
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</member>
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<member name= "light_mode" type= "int" setter= "set_light_mode" getter= "get_light_mode" enum= "CanvasItemMaterial.LightMode" default= "0" >
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The manner in which material reacts to lighting.
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</member>
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<member name= "particles_anim_h_frames" type= "int" setter= "set_particles_anim_h_frames" getter= "get_particles_anim_h_frames" >
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The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
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[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
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</member>
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<member name= "particles_anim_loop" type= "bool" setter= "set_particles_anim_loop" getter= "get_particles_anim_loop" >
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If [code]true[/code], the particles animation will loop.
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
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</member>
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<member name= "particles_anim_v_frames" type= "int" setter= "set_particles_anim_v_frames" getter= "get_particles_anim_v_frames" >
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The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
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[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
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</member>
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<member name= "particles_animation" type= "bool" setter= "set_particles_animation" getter= "get_particles_animation" default= "false" >
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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.
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This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
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</member>
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</members>
<constants >
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<constant name= "BLEND_MODE_MIX" value= "0" enum= "BlendMode" >
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Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
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</constant>
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<constant name= "BLEND_MODE_ADD" value= "1" enum= "BlendMode" >
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Additive blending mode.
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</constant>
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<constant name= "BLEND_MODE_SUB" value= "2" enum= "BlendMode" >
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Subtractive blending mode.
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</constant>
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<constant name= "BLEND_MODE_MUL" value= "3" enum= "BlendMode" >
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Multiplicative blending mode.
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</constant>
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<constant name= "BLEND_MODE_PREMULT_ALPHA" value= "4" enum= "BlendMode" >
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Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
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</constant>
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<constant name= "LIGHT_MODE_NORMAL" value= "0" enum= "LightMode" >
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Render the material using both light and non-light sensitive material properties.
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</constant>
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<constant name= "LIGHT_MODE_UNSHADED" value= "1" enum= "LightMode" >
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Render the material as if there were no light.
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</constant>
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<constant name= "LIGHT_MODE_LIGHT_ONLY" value= "2" enum= "LightMode" >
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Render the material as if there were only light.
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</constant>
</constants>
</class>