godot/doc/classes/Shader.xml
Hugo Locurcio db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00

72 lines
3.4 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shader" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A custom shader program.
</brief_description>
<description>
This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>
<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="index" type="int" default="0" />
<description>
Returns the texture that is set as default for the specified parameter.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
<method name="get_mode" qualifiers="const">
<return type="int" enum="Shader.Mode" />
<description>
Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
</description>
</method>
<method name="has_uniform" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="StringName" />
<description>
Returns [code]true[/code] if the shader has this param defined as a uniform in its code.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
</description>
</method>
<method name="set_default_texture_param">
<return type="void" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="texture" type="Texture2D" />
<argument index="2" name="index" type="int" default="0" />
<description>
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
</methods>
<members>
<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
Returns the shader's code as the user has written it, not the full generated code used internally.
</member>
</members>
<constants>
<constant name="MODE_SPATIAL" value="0" enum="Mode">
Mode used to draw all 3D objects.
</constant>
<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
Mode used to draw all 2D objects.
</constant>
<constant name="MODE_PARTICLES" value="2" enum="Mode">
Mode used to calculate particle information on a per-particle basis. Not used for drawing.
</constant>
<constant name="MODE_SKY" value="3" enum="Mode">
Mode used for drawing skies. Only works with shaders attached to [Sky] objects.
</constant>
<constant name="MODE_FOG" value="4" enum="Mode">
Mode used for setting the color and density of volumetric fog effect.
</constant>
</constants>
</class>