<?xml version="1.0" encoding="UTF-8" ?> <class name="Shader" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A shader implemented in the Godot shading language. </brief_description> <description> A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension. This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link> </tutorials> <methods> <method name="get_default_texture_parameter" qualifiers="const"> <return type="Texture2D" /> <param index="0" name="name" type="StringName" /> <param index="1" name="index" type="int" default="0" /> <description> Returns the texture that is set as default for the specified parameter. [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture. </description> </method> <method name="get_mode" qualifiers="const"> <return type="int" enum="Shader.Mode" /> <description> Returns the shader mode for the shader. </description> </method> <method name="get_shader_uniform_list"> <return type="Array" /> <param index="0" name="get_groups" type="bool" default="false" /> <description> Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list]. If argument [param get_groups] is true, parameter grouping hints will be provided. </description> </method> <method name="set_default_texture_parameter"> <return type="void" /> <param index="0" name="name" type="StringName" /> <param index="1" name="texture" type="Texture2D" /> <param index="2" name="index" type="int" default="0" /> <description> 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] [param name] must match the name of the uniform in the code exactly. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture. </description> </method> </methods> <members> <member name="code" type="String" setter="set_code" getter="get_code" default=""""> Returns the shader's code as the user has written it, not the full generated code used internally. </member> </members> <constants> <constant name="MODE_SPATIAL" value="0" enum="Mode"> Mode used to draw all 3D objects. </constant> <constant name="MODE_CANVAS_ITEM" value="1" enum="Mode"> Mode used to draw all 2D objects. </constant> <constant name="MODE_PARTICLES" value="2" enum="Mode"> Mode used to calculate particle information on a per-particle basis. Not used for drawing. </constant> <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>