c4903a603b
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
60 lines
2.1 KiB
XML
60 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShaderMaterial" inherits="Material" version="4.0">
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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="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/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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</return>
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<argument index="0" name="param" type="StringName">
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</argument>
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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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</return>
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<argument index="0" name="name" type="String">
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</argument>
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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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</return>
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<argument index="0" name="name" type="String">
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</argument>
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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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</return>
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<argument index="0" name="param" type="StringName">
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</argument>
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<argument index="1" name="value" type="Variant">
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</argument>
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<description>
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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.
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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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