81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
37 lines
3.4 KiB
XML
37 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CanvasTexture" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Texture with optional normal and specular maps for use in 2D rendering.
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</brief_description>
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<description>
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[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It allows using normal maps and specular maps in any node that inherits from [CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and repeat mode independently of the node's properties (or the project settings).
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[b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-based materials in 3D, use [BaseMaterial3D] instead.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="diffuse_texture" type="Texture2D" setter="set_diffuse_texture" getter="get_diffuse_texture">
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The diffuse (color) texture to use. This is the main texture you want to set in most cases.
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</member>
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<member name="normal_texture" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture">
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The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
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[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
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<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)">
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The multiplier for specular reflection colors. The [Light2D]'s color is also taken into account when determining the reflection color. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
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</member>
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<member name="specular_shininess" type="float" setter="set_specular_shininess" getter="get_specular_shininess" default="1.0">
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The specular exponent for [Light2D] specular reflections. Higher values result in a more glossy/"wet" look, with reflections becoming more localized and less visible overall. The default value of [code]1.0[/code] disables specular reflections entirely. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
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</member>
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<member name="specular_texture" type="Texture2D" setter="set_specular_texture" getter="get_specular_texture">
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The specular map to use for [Light2D] specular reflections. This should be a grayscale or colored texture, with brighter areas resulting in a higher [member specular_shininess] value. Using a colored [member specular_texture] allows controlling specular shininess on a per-channel basis. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
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</member>
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<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0">
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The texture filtering mode to use when drawing this [CanvasTexture].
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</member>
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<member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0">
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The texture repeat mode to use when drawing this [CanvasTexture].
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</member>
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</members>
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</class>
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