36 lines
2 KiB
XML
36 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShaderMaterial" inherits="Material" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A material that uses a custom [Shader] program.
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</brief_description>
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<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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</description>
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<tutorials>
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<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
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</tutorials>
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<methods>
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<method name="get_shader_parameter" qualifiers="const">
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<return type="Variant" />
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<param index="0" name="param" type="StringName" />
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<description>
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Returns the current value set for this material of a uniform in the shader.
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</description>
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</method>
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<method name="set_shader_parameter">
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<return type="void" />
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<param index="0" name="param" type="StringName" />
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<param index="1" name="value" type="Variant" />
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<description>
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Changes the value set for this material of a uniform in the shader.
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[b]Note:[/b] [param param] is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).
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[b]Note:[/b] Changes to the shader uniform will be effective on all instances using this [ShaderMaterial]. To prevent this, use per-instance uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the [ShaderMaterial] when possible.
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</description>
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</method>
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</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>
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</members>
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</class>
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