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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "ShaderMaterial" inherits= "Material" version= "3.2" >
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<brief_description >
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A material that uses a custom [Shader] program.
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</brief_description>
<description >
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A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
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[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.2/tutorials/shading/index.html</link>
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</tutorials>
<methods >
<method name= "get_shader_param" qualifiers= "const" >
<return type= "Variant" >
</return>
<argument index= "0" name= "param" type= "String" >
</argument>
<description >
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Returns the current value set for this material of a uniform in the shader.
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</description>
</method>
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<method name= "property_can_revert" >
<return type= "bool" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Returns [code]true[/code] if the property identified by [code]name[/code] can be reverted to a default value.
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</description>
</method>
<method name= "property_get_revert" >
<return type= "Variant" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Returns the default value of the material property with given [code]name[/code].
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</description>
</method>
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<method name= "set_shader_param" >
<return type= "void" >
</return>
<argument index= "0" name= "param" type= "String" >
</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<description >
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Changes the value set for this material of a uniform in the shader. [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
</method>
</methods>
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<members >
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<member name= "shader" type= "Shader" setter= "set_shader" getter= "get_shader" >
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The [Shader] program used to render this material.
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</member>
</members>
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<constants >
</constants>
</class>