godot/doc/classes/ShaderMaterial.xml

39 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ShaderMaterial" inherits="Material" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A material defined by a custom [Shader] program and the values of its shader parameters.
</brief_description>
<description>
A material that uses a custom [Shader] program to render visual items (canvas items, meshes, skies, fog), or to process particles. Compared to other materials, [ShaderMaterial] gives deeper control over the generated shader code. For more information, see the shaders documentation index below.
Multiple [ShaderMaterial]s can use the same shader and configure different values for the shader uniforms.
[b]Note:[/b] For performance reasons, the [signal Resource.changed] signal is only emitted when the [member Resource.resource_name] changes. Only in editor, it is also emitted for [member shader] changes.
</description>
<tutorials>
<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_shader_parameter" qualifiers="const">
<return type="Variant" />
<param index="0" name="param" type="StringName" />
<description>
Returns the current value set for this material of a uniform in the shader.
</description>
</method>
<method name="set_shader_parameter">
<return type="void" />
<param index="0" name="param" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
Changes the value set for this material of a uniform in the shader.
[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).
[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.
</description>
</method>
</methods>
<members>
<member name="shader" type="Shader" setter="set_shader" getter="get_shader">
The [Shader] program used to render this material.
</member>
</members>
</class>