Shader¶
Inherits: Resource < Reference < Object
Inherited By: VisualShader
A custom shader program.
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.
Tutorials¶
Properties¶
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Methods¶
get_default_texture_param ( String param ) const |
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get_mode ( ) const |
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void |
set_default_texture_param ( String param, Texture texture ) |
Enumerations¶
enum Mode:
Mode MODE_SPATIAL = 0
Mode used to draw all 3D objects.
Mode MODE_CANVAS_ITEM = 1
Mode used to draw all 2D objects.
Mode MODE_PARTICLES = 2
Mode used to calculate particle information on a per-particle basis. Not used for drawing.
Property Descriptions¶
String code = ""
Returns the shader's code as the user has written it, not the full generated code used internally.
String custom_defines = ""
Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
Note: Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
Method Descriptions¶
Texture get_default_texture_param ( String param ) const
Returns the texture that is set as default for the specified parameter.
Note: param
must match the name of the uniform in the code exactly.
Mode get_mode ( ) const
Returns the shader mode for the shader, either MODE_CANVAS_ITEM, MODE_SPATIAL or MODE_PARTICLES.
bool has_param ( String name ) const
Returns true
if the shader has this param defined as a uniform in its code.
Note: param
must match the name of the uniform in the code exactly.
void set_default_texture_param ( String param, Texture texture )
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the ShaderMaterial.
Note: param
must match the name of the uniform in the code exactly.