godot/doc/classes/ShaderMaterial.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShaderMaterial" inherits="Material" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A material that uses a custom [Shader] program.
</brief_description>
<description>
A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
</description>
<tutorials>
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<link>$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_shader_param" qualifiers="const">
<return type="Variant" />
<argument index="0" name="param" type="String" />
<description>
Returns the current value set for this material of a uniform in the shader.
</description>
</method>
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<method name="property_can_revert">
<return type="bool" />
<argument index="0" name="name" type="String" />
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<description>
Returns [code]true[/code] if the property identified by [code]name[/code] can be reverted to a default value.
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</description>
</method>
<method name="property_get_revert">
<return type="Variant" />
<argument index="0" name="name" type="String" />
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<description>
Returns the default value of the material property with given [code]name[/code].
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</description>
</method>
<method name="set_shader_param">
<return type="void" />
<argument index="0" name="param" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
Changes the value set for this material of a uniform in the shader.
[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>
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<member name="shader" type="Shader" setter="set_shader" getter="get_shader">
The [Shader] program used to render this material.
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</member>
</members>
<constants>
</constants>
</class>