Merge pull request #69724 from KoBeWi/VS100

Document all VisualShader nodes
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Rémi Verschelde 2023-01-11 01:28:55 +01:00 committed by GitHub
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29 changed files with 118 additions and 2 deletions

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@ -26,6 +26,7 @@
<param index="1" name="mode" type="int" enum="VisualShader.VaryingMode" />
<param index="2" name="type" type="int" enum="VisualShader.VaryingType" />
<description>
Adds a new varying value node to the shader.
</description>
</method>
<method name="can_connect_nodes" qualifiers="const">
@ -106,12 +107,14 @@
<return type="int" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
Returns next valid node ID that can be added to the shader graph.
</description>
</method>
<method name="has_varying" qualifiers="const">
<return type="bool" />
<param index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if the shader has a varying with the given [param name].
</description>
</method>
<method name="is_node_connection" qualifiers="const">
@ -137,6 +140,7 @@
<return type="void" />
<param index="0" name="name" type="String" />
<description>
Removes a varying value node with the given [param name]. Prints an error if a node with this name is not found.
</description>
</method>
<method name="replace_node">
@ -181,16 +185,22 @@
A shader for light calculations.
</constant>
<constant name="TYPE_START" value="3" enum="Type">
A function for the "start" stage of particle shader.
</constant>
<constant name="TYPE_PROCESS" value="4" enum="Type">
A function for the "process" stage of particle shader.
</constant>
<constant name="TYPE_COLLIDE" value="5" enum="Type">
A function for the "collide" stage (particle collision handler) of particle shader.
</constant>
<constant name="TYPE_START_CUSTOM" value="6" enum="Type">
A function for the "start" stage of particle shader, with customized output.
</constant>
<constant name="TYPE_PROCESS_CUSTOM" value="7" enum="Type">
A function for the "process" stage of particle shader, with customized output.
</constant>
<constant name="TYPE_SKY" value="8" enum="Type">
A shader for 3D environment's sky.
</constant>
<constant name="TYPE_FOG" value="9" enum="Type">
A compute shader that runs for each froxel of the volumetric fog map.
@ -199,32 +209,46 @@
Represents the size of the [enum Type] enum.
</constant>
<constant name="VARYING_MODE_VERTEX_TO_FRAG_LIGHT" value="0" enum="VaryingMode">
Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] and [code]Light[/code] functions.
</constant>
<constant name="VARYING_MODE_FRAG_TO_LIGHT" value="1" enum="VaryingMode">
Varying is passed from [code]Fragment[/code] function to [code]Light[/code] function.
</constant>
<constant name="VARYING_MODE_MAX" value="2" enum="VaryingMode">
Represents the size of the [enum VaryingMode] enum.
</constant>
<constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType">
Varying is of type [float].
</constant>
<constant name="VARYING_TYPE_INT" value="1" enum="VaryingType">
Varying is of type [int].
</constant>
<constant name="VARYING_TYPE_UINT" value="2" enum="VaryingType">
Varying is of type unsigned [int].
</constant>
<constant name="VARYING_TYPE_VECTOR_2D" value="3" enum="VaryingType">
Varying is of type [Vector2].
</constant>
<constant name="VARYING_TYPE_VECTOR_3D" value="4" enum="VaryingType">
Varying is of type [Vector3].
</constant>
<constant name="VARYING_TYPE_VECTOR_4D" value="5" enum="VaryingType">
Varying is of type [Vector4].
</constant>
<constant name="VARYING_TYPE_BOOLEAN" value="6" enum="VaryingType">
Varying is of type [bool].
</constant>
<constant name="VARYING_TYPE_TRANSFORM" value="7" enum="VaryingType">
Varying is of type [Transform3D].
</constant>
<constant name="VARYING_TYPE_MAX" value="8" enum="VaryingType">
Represents the size of the [enum VaryingType] enum.
</constant>
<constant name="NODE_ID_INVALID" value="-1">
Denotes invalid [VisualShader] node.
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
Denotes output node of [VisualShader].
</constant>
</constants>
</class>

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@ -4,6 +4,7 @@
A base type for the constants within the visual shader graph.
</brief_description>
<description>
This is an abstract class. See the derived types for descriptions of the possible values.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDistanceFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node representing distance fade effect.
</brief_description>
<description>
The distance fade effect fades out each pixel based on its distance to another object.
</description>
<tutorials>
</tutorials>

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@ -1,33 +1,45 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeIntParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node for shader parameter (uniform) of type [int].
</brief_description>
<description>
A [VisualShaderNodeParameter] of type [int]. Offers additional customization for range of accepted values.
</description>
<tutorials>
</tutorials>
<members>
<member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0">
Default value of this parameter, which will be used if not set externally. [member default_value_enabled] must be enabled; defaults to [code]0[/code] otherwise.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
If [code]true[/code], the node will have a custom default value.
</member>
<member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntParameter.Hint" default="0">
Range hint of this node. Use it to customize valid parameter range.
</member>
<member name="max" type="int" setter="set_max" getter="get_max" default="100">
The maximum value this parameter can take. [member hint] must be either [constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect.
</member>
<member name="min" type="int" setter="set_min" getter="get_min" default="0">
The minimum value this parameter can take. [member hint] must be either [constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect.
</member>
<member name="step" type="int" setter="set_step" getter="get_step" default="1">
The step between parameter's values. Forces the parameter to be a multiple of the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to take effect.
</member>
</members>
<constants>
<constant name="HINT_NONE" value="0" enum="Hint">
The parameter will not constrain its value.
</constant>
<constant name="HINT_RANGE" value="1" enum="Hint">
The parameter's value must be within the specified [member min]/[member max] range.
</constant>
<constant name="HINT_RANGE_STEP" value="2" enum="Hint">
The parameter's value must be within the specified range, with the given [member step] between values.
</constant>
<constant name="HINT_MAX" value="3" enum="Hint">
Represents the size of the [enum Hint] enum.
</constant>
</constants>
</class>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeLinearSceneDepth" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that returns the depth value of the DEPTH_TEXTURE node in a linear space.
</brief_description>
<description>
This node can be used in fragment shaders.
</description>
<tutorials>
</tutorials>

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@ -13,14 +13,18 @@
Name of the parameter, by which it can be accessed through the [ShaderMaterial] properties.
</member>
<member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeParameter.Qualifier" default="0">
Defines the scope of the parameter.
</member>
</members>
<constants>
<constant name="QUAL_NONE" value="0" enum="Qualifier">
The parameter will be tied to the [ShaderMaterial] using this shader.
</constant>
<constant name="QUAL_GLOBAL" value="1" enum="Qualifier">
The parameter will use a global value, defined in Project Settings.
</constant>
<constant name="QUAL_INSTANCE" value="2" enum="Qualifier">
The parameter will be tied to the node with attached [ShaderMaterial] using this shader.
</constant>
<constant name="QUAL_MAX" value="3" enum="Qualifier">
Represents the size of the [enum Qualifier] enum.

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@ -1,21 +1,27 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleAccelerator" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that accelerates particles.
</brief_description>
<description>
Particle accelerator can be used in "process" step of particle shader. It will accelerate the particles. Connect it to the Velocity output port.
</description>
<tutorials>
</tutorials>
<members>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="VisualShaderNodeParticleAccelerator.Mode" default="0">
Defines in what manner the particles will be accelerated.
</member>
</members>
<constants>
<constant name="MODE_LINEAR" value="0" enum="Mode">
The particles will be accelerated based on their velocity.
</constant>
<constant name="MODE_RADIAL" value="1" enum="Mode">
The particles will be accelerated towards or away from the center.
</constant>
<constant name="MODE_TANGENTIAL" value="2" enum="Mode">
The particles will be accelerated tangentially to the radius vector from center to their position.
</constant>
<constant name="MODE_MAX" value="3" enum="Mode">
Represents the size of the [enum Mode] enum.

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleBoxEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that makes particles emitted in a box shape.
</brief_description>
<description>
[VisualShaderNodeParticleEmitter] that makes the particles emitted in box shape with the specified extents.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleConeVelocity" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that makes particles move in a cone shape.
</brief_description>
<description>
This node can be used in "start" step of particle shader. It defines the initial velocity of the particles, making them move in cone shape starting from the center, with a given spread.
</description>
<tutorials>
</tutorials>

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@ -1,25 +1,33 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleEmit" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that forces to emit a particle from a sub-emitter.
</brief_description>
<description>
This node internally calls [code]emit_subparticle[/code] shader method. It will emit a particle from the configured sub-emitter and also allows to customize how its emitted. Requires a sub-emitter assigned to the particles node with this shader.
</description>
<tutorials>
</tutorials>
<members>
<member name="flags" type="int" setter="set_flags" getter="get_flags" enum="VisualShaderNodeParticleEmit.EmitFlags" default="31">
Flags used to override the properties defined in the sub-emitter's process material.
</member>
</members>
<constants>
<constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags">
If enabled, the particle starts with the position defined by this node.
</constant>
<constant name="EMIT_FLAG_ROT_SCALE" value="2" enum="EmitFlags">
If enabled, the particle starts with the rotation and scale defined by this node.
</constant>
<constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags">
If enabled,the particle starts with the velocity defined by this node.
</constant>
<constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags">
If enabled, the particle starts with the color defined by this node.
</constant>
<constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags">
If enabled, the particle starts with the [code]CUSTOM[/code] data defined by this node.
</constant>
</constants>
</class>

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@ -4,6 +4,7 @@
A base class for particle emitters.
</brief_description>
<description>
Particle emitter nodes can be used in "start" step of particle shaders and they define the starting position of the particles. Connect them to the Position output port.
</description>
<tutorials>
</tutorials>

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@ -1,17 +1,22 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleMeshEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that makes particles emitted in a shape defined by a [Mesh].
</brief_description>
<description>
[VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape of the assigned [member mesh]. It will emit from the mesh's surfaces, either all or only the specified one.
</description>
<tutorials>
</tutorials>
<members>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] that defines emission shape.
</member>
<member name="surface_index" type="int" setter="set_surface_index" getter="get_surface_index" default="0">
Index of the surface that emits particles. [member use_all_surfaces] must be [code]false[/code] for this to take effect.
</member>
<member name="use_all_surfaces" type="bool" setter="set_use_all_surfaces" getter="is_use_all_surfaces" default="true">
If [code]true[/code], the particles will emit from all surfaces of the mesh.
</member>
</members>
</class>

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@ -1,13 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleMultiplyByAxisAngle" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader helper node for multiplying position and rotation of particles.
</brief_description>
<description>
This node helps to multiply a position input vector by rotation using specific axis. Intended to work with emitters.
</description>
<tutorials>
</tutorials>
<members>
<member name="degrees_mode" type="bool" setter="set_degrees_mode" getter="is_degrees_mode" default="true">
If [code]true[/code], the angle will be interpreted in degrees instead of radians.
</member>
</members>
</class>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleOutput" inherits="VisualShaderNodeOutput" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Visual shader node that defines output values for particle emitting.
</brief_description>
<description>
This node defines how particles are emitted. It allows to customize e.g. position and velocity. Available ports are different depending on which function this node is inside (start, process, collision) and whether custom data is enabled.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleRandomness" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Visual shader node for randomizing particle values.
</brief_description>
<description>
Randomness node will output pseudo-random values of the given type based on the specified minimum and maximum values.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleRingEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that makes particles emitted in a ring shape.
</brief_description>
<description>
[VisualShaderNodeParticleEmitter] that makes the particles emitted in ring shape with the specified inner and outer radii and height.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParticleSphereEmitter" inherits="VisualShaderNodeParticleEmitter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that makes particles emitted in a sphere shape.
</brief_description>
<description>
[VisualShaderNodeParticleEmitter] that makes the particles emitted in sphere shape with the specified inner and outer radii.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeProximityFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node representing proximity fade effect.
</brief_description>
<description>
The proximity fade effect fades out each pixel based on its distance to another object.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeRandomRange" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that generates a pseudo-random scalar.
</brief_description>
<description>
Random range node will output a pseudo-random scalar value in the specified range, based on the seed. The value is always the same for the given seed and range, so you should provide a changing input, e.g. by using time.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeRemap" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node for remap function.
</brief_description>
<description>
Remap will transform the input range into output range, e.g. you can change a [code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope.remap] for more details.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTexture2DArrayParameter" inherits="VisualShaderNodeTextureParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node for shader parameter (uniform) of type [Texture2DArray].
</brief_description>
<description>
This parameter allows to provide a collection of textures for the shader. You can use [VisualShaderNodeTexture2DArray] to extract the textures from array.
</description>
<tutorials>
</tutorials>

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@ -51,27 +51,39 @@
Represents the size of the [enum ColorDefault] enum.
</constant>
<constant name="FILTER_DEFAULT" value="0" enum="TextureFilter">
Sample the texture using the filter determined by the node this shader is attached to.
</constant>
<constant name="FILTER_NEAREST" value="1" enum="TextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>
<constant name="FILTER_LINEAR" value="2" enum="TextureFilter">
The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.
</constant>
<constant name="FILTER_NEAREST_MIPMAP" value="3" enum="TextureFilter">
The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.
</constant>
<constant name="FILTER_LINEAR_MIPMAP" value="4" enum="TextureFilter">
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
</constant>
<constant name="FILTER_NEAREST_MIPMAP_ANISOTROPIC" value="5" enum="TextureFilter">
The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_LINEAR_MIPMAP] is usually more appropriate.
</constant>
<constant name="FILTER_LINEAR_MIPMAP_ANISOTROPIC" value="6" enum="TextureFilter">
The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_LINEAR_MIPMAP] is usually more appropriate.
</constant>
<constant name="FILTER_MAX" value="7" enum="TextureFilter">
Represents the size of the [enum TextureFilter] enum.
</constant>
<constant name="REPEAT_DEFAULT" value="0" enum="TextureRepeat">
Sample the texture using the repeat mode determined by the node this shader is attached to.
</constant>
<constant name="REPEAT_ENABLED" value="1" enum="TextureRepeat">
Texture will repeat normally.
</constant>
<constant name="REPEAT_DISABLED" value="2" enum="TextureRepeat">
Texture will not repeat.
</constant>
<constant name="REPEAT_MAX" value="3" enum="TextureRepeat">
Represents the size of the [enum TextureRepeat] enum.

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@ -1,15 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUIntParameter" inherits="VisualShaderNodeParameter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node for shader parameter (uniform) of type unsigned [int].
</brief_description>
<description>
A [VisualShaderNodeParameter] of type unsigned [int]. Offers additional customization for range of accepted values.
</description>
<tutorials>
</tutorials>
<members>
<member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0">
Default value of this parameter, which will be used if not set externally. [member default_value_enabled] must be enabled; defaults to [code]0[/code] otherwise.
</member>
<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
If [code]true[/code], the node will have a custom default value.
</member>
</members>
</class>

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@ -4,6 +4,7 @@
Contains functions to modify texture coordinates ([code]uv[/code]) to be used within the visual shader graph.
</brief_description>
<description>
UV functions are similar to [Vector2] functions, but the input port of this node uses the shader's UV value by default.
</description>
<tutorials>
</tutorials>

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUVPolarCoord" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that modifies the texture UV using polar coordinates.
</brief_description>
<description>
UV polar coord node will transform UV values into polar coordinates, with specified scale, zoom strength and repeat parameters. It can be used to create various swirl distortions.
</description>
<tutorials>
</tutorials>

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@ -1,15 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVarying" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that represents a "varying" shader value.
</brief_description>
<description>
Varying values are shader variables that can be passed between shader functions, e.g. from Vertex shader to Fragment shader.
</description>
<tutorials>
</tutorials>
<members>
<member name="varying_name" type="String" setter="set_varying_name" getter="get_varying_name" default="&quot;[None]&quot;">
Name of the variable. Must be unique.
</member>
<member name="varying_type" type="int" setter="set_varying_type" getter="get_varying_type" enum="VisualShader.VaryingType" default="0">
Type of the variable. Determines where the variable can be accessed.
</member>
</members>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVaryingGetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that gets a value of a varying.
</brief_description>
<description>
Outputs a value of a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying getter in Fragment shader requires a varying with mode set to [constant VisualShader.VARYING_MODE_VERTEX_TO_FRAG_LIGHT].
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVaryingSetter" inherits="VisualShaderNodeVarying" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A visual shader node that sets a value of a varying.
</brief_description>
<description>
Inputs a value to a varying defined in the shader. You need to first create a varying that can be used in the given function, e.g. varying setter in Fragment shader requires a varying with mode set to [constant VisualShader.VARYING_MODE_FRAG_TO_LIGHT].
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorBase" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A base type for the nodes using different vector types within the visual shader graph.
A base type for the nodes that perform vector operations within the visual shader graph.
</brief_description>
<description>
This is an abstract class. See the derived types for descriptions of the possible operations.
</description>
<tutorials>
</tutorials>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeVectorBase.OpType" default="1">
A base type.
A vector type that this operation is performed on.
</member>
</members>
<constants>