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.
66 lines
3.0 KiB
XML
66 lines
3.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Shader" inherits="Resource" version="4.0">
|
|
<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="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
|
|
<link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_default_texture_param" qualifiers="const">
|
|
<return type="Texture2D" />
|
|
<argument index="0" name="param" type="StringName" />
|
|
<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.
|
|
</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_param" 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" />
|
|
<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.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="code" type="String" setter="set_code" getter="get_code" default="""">
|
|
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>
|
|
</constants>
|
|
</class>
|