summaryrefslogtreecommitdiff
path: root/doc/classes/Shader.xml
blob: 6390d36bf11d7bcc957ed6dc17617c11b9315815 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
<?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" />
			<param index="0" name="param" type="StringName" />
			<param 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" />
			<param 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" />
			<param index="0" name="param" type="StringName" />
			<param index="1" name="texture" type="Texture2D" />
			<param 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>