81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
37 lines
2.0 KiB
XML
37 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShaderMaterial" inherits="Material" 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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</description>
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<tutorials>
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<link title="Shaders documentation index">$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_parameter" qualifiers="const">
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<return type="Variant" />
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<param index="0" name="param" type="StringName" />
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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="set_shader_parameter">
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<return type="void" />
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<param index="0" name="param" type="StringName" />
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<param 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] [param param] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).
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[b]Note:[/b] Changes to the shader uniform will be effective on all instances using this [ShaderMaterial]. To prevent this, use per-instance uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the [ShaderMaterial] when possible.
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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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</class>
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