<?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeInput" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Represents the input shader parameter within the visual shader graph. </brief_description> <description> Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). </description> <tutorials> <link title="Shading reference index">$DOCS_URL/tutorials/shaders/shader_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> <return type="String" /> <description> Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code]. </description> </method> </methods> <members> <member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]""> One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]). </member> </members> <signals> <signal name="input_type_changed"> <description> Emitted when input is changed via [member input_name]. </description> </signal> </signals> </class>