<?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShader" inherits="Shader" version="4.0"> <brief_description> A custom shader program with a visual editor. </brief_description> <description> This class allows you to define a custom shader program that can be used for various materials to render objects. The visual shader editor creates the shader. </description> <tutorials> </tutorials> <methods> <method name="add_node"> <return type="void" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="node" type="VisualShaderNode" /> <argument index="2" name="position" type="Vector2" /> <argument index="3" name="id" type="int" /> <description> Adds the specified node to the shader. </description> </method> <method name="can_connect_nodes" qualifiers="const"> <return type="bool" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="from_node" type="int" /> <argument index="2" name="from_port" type="int" /> <argument index="3" name="to_node" type="int" /> <argument index="4" name="to_port" type="int" /> <description> Returns [code]true[/code] if the specified nodes and ports can be connected together. </description> </method> <method name="connect_nodes"> <return type="int" enum="Error" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="from_node" type="int" /> <argument index="2" name="from_port" type="int" /> <argument index="3" name="to_node" type="int" /> <argument index="4" name="to_port" type="int" /> <description> Connects the specified nodes and ports. </description> </method> <method name="connect_nodes_forced"> <return type="void" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="from_node" type="int" /> <argument index="2" name="from_port" type="int" /> <argument index="3" name="to_node" type="int" /> <argument index="4" name="to_port" type="int" /> <description> Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly. </description> </method> <method name="disconnect_nodes"> <return type="void" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="from_node" type="int" /> <argument index="2" name="from_port" type="int" /> <argument index="3" name="to_node" type="int" /> <argument index="4" name="to_port" type="int" /> <description> Connects the specified nodes and ports. </description> </method> <method name="get_node" qualifiers="const"> <return type="VisualShaderNode" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="id" type="int" /> <description> Returns the shader node instance with specified [code]type[/code] and [code]id[/code]. </description> </method> <method name="get_node_connections" qualifiers="const"> <return type="Array" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <description> Returns the list of connected nodes with the specified type. </description> </method> <method name="get_node_list" qualifiers="const"> <return type="PackedInt32Array" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <description> Returns the list of all nodes in the shader with the specified type. </description> </method> <method name="get_node_position" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="id" type="int" /> <description> Returns the position of the specified node within the shader graph. </description> </method> <method name="get_valid_node_id" qualifiers="const"> <return type="int" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <description> </description> </method> <method name="is_node_connection" qualifiers="const"> <return type="bool" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="from_node" type="int" /> <argument index="2" name="from_port" type="int" /> <argument index="3" name="to_node" type="int" /> <argument index="4" name="to_port" type="int" /> <description> Returns [code]true[/code] if the specified node and port connection exist. </description> </method> <method name="remove_node"> <return type="void" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="id" type="int" /> <description> Removes the specified node from the shader. </description> </method> <method name="replace_node"> <return type="void" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="id" type="int" /> <argument index="2" name="new_class" type="StringName" /> <description> Replaces the specified node with a node of new class type. </description> </method> <method name="set_mode"> <return type="void" /> <argument index="0" name="mode" type="int" enum="Shader.Mode" /> <description> Sets the mode of this shader. </description> </method> <method name="set_node_position"> <return type="void" /> <argument index="0" name="type" type="int" enum="VisualShader.Type" /> <argument index="1" name="id" type="int" /> <argument index="2" name="position" type="Vector2" /> <description> Sets the position of the specified node. </description> </method> </methods> <members> <member name="engine_version" type="Dictionary" setter="set_engine_version" getter="get_engine_version" default="{}"> The Godot version this [VisualShader] was designed for, in the form of a [Dictionary] with [code]major[/code] and [code]minor[/code] keys with integer values. Example: [code]{"major": 4, "minor": 0}[/code] This is used by the editor to convert visual shaders from older Godot versions. </member> <member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2(0, 0)"> The offset vector of the whole graph. </member> </members> <constants> <constant name="TYPE_VERTEX" value="0" enum="Type"> A vertex shader, operating on vertices. </constant> <constant name="TYPE_FRAGMENT" value="1" enum="Type"> A fragment shader, operating on fragments (pixels). </constant> <constant name="TYPE_LIGHT" value="2" enum="Type"> A shader for light calculations. </constant> <constant name="TYPE_START" value="3" enum="Type"> </constant> <constant name="TYPE_PROCESS" value="4" enum="Type"> </constant> <constant name="TYPE_COLLIDE" value="5" enum="Type"> </constant> <constant name="TYPE_START_CUSTOM" value="6" enum="Type"> </constant> <constant name="TYPE_PROCESS_CUSTOM" value="7" enum="Type"> </constant> <constant name="TYPE_SKY" value="8" enum="Type"> </constant> <constant name="TYPE_FOG" value="9" enum="Type"> A compute shader that runs for each froxel of the volumetric fog map. </constant> <constant name="TYPE_MAX" value="10" enum="Type"> Represents the size of the [enum Type] enum. </constant> <constant name="NODE_ID_INVALID" value="-1"> </constant> <constant name="NODE_ID_OUTPUT" value="0"> </constant> </constants> </class>