7adf4cc9b5
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
51 lines
2.0 KiB
XML
51 lines
2.0 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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<argument 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="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="StringName" />
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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. [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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