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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-14 18:29:52 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-08-01 23:38:06 +0200
commit813f6a5d57be7c5003cc25521556c11215907a55 (patch)
treedb7665adfc229b59538c7730e8b6f5d04b5a04be /scene/resources
parent5ecd61a3150f87a433dd5a7ff49a842b72516640 (diff)
Add `hint_transparent` to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually.
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/visual_shader_nodes.cpp7
-rw-r--r--scene/resources/visual_shader_nodes.h1
2 files changed, 7 insertions, 1 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index b8667f07fe..5cc2073ca5 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5581,12 +5581,16 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
case VisualShaderNodeTextureUniform::TYPE_DATA:
if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
type_code = "hint_default_black";
+ } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
+ type_code = "hint_default_transparent";
}
break;
case VisualShaderNodeTextureUniform::TYPE_COLOR:
type_code = "source_color";
if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
type_code += ", hint_default_black";
+ } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
+ type_code += ", hint_default_transparent";
}
break;
case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
@@ -5812,7 +5816,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
@@ -5824,6 +5828,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
+ BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
BIND_ENUM_CONSTANT(FILTER_DEFAULT);
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 1eb7b7240f..f770156d14 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -2131,6 +2131,7 @@ public:
enum ColorDefault {
COLOR_DEFAULT_WHITE,
COLOR_DEFAULT_BLACK,
+ COLOR_DEFAULT_TRANSPARENT,
COLOR_DEFAULT_MAX,
};