b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
53 lines
2.2 KiB
XML
53 lines
2.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShaderMaterial" inherits="Material" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A material that uses a custom [Shader] program.
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</brief_description>
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<description>
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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.
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[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].
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</description>
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<tutorials>
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<link>$DOCS_URL/tutorials/shaders/index.html</link>
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</tutorials>
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<methods>
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<method name="get_shader_param" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="param" type="String" />
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<description>
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Returns the current value set for this material of a uniform in the shader.
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</description>
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</method>
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<method name="property_can_revert">
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<return type="bool" />
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<argument index="0" name="name" type="String" />
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<description>
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Returns [code]true[/code] if the property identified by [code]name[/code] can be reverted to a default value.
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</description>
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</method>
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<method name="property_get_revert">
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<return type="Variant" />
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<argument index="0" name="name" type="String" />
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<description>
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Returns the default value of the material property with given [code]name[/code].
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</description>
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</method>
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<method name="set_shader_param">
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<return type="void" />
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<argument index="0" name="param" type="String" />
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<argument index="1" name="value" type="Variant" />
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<description>
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Changes the value set for this material of a uniform in the shader.
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[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
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</method>
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</methods>
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<members>
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<member name="shader" type="Shader" setter="set_shader" getter="get_shader">
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The [Shader] program used to render this material.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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