A material for [CanvasItem]s.
[CanvasItemMaterial]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem].
The manner in which a material's rendering is applied to underlying textures.
The manner in which material reacts to lighting.
The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
If [code]true[/code], the particles animation will loop.
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D.anim_speed_max] should also be set to a positive value for the animation to play.
This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
Additive blending mode.
Subtractive blending mode.
Multiplicative blending mode.
Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
Render the material using both light and non-light sensitive material properties.
Render the material as if there were no light.
Render the material as if there were only light.