Shader
Inherits: Resource < Reference < Object Inherited By: VisualShader A custom shader program.
Description
ShaderMaterial. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
Tutorials
- Shaders
- Introduction to shaders
Properties
Methods
Enumerations
Mode: - MODE_SPATIAL = 0 —- Mode used to draw all 3D objects.
- MODE_CANVAS_ITEM = 1 —- Mode used to draw all 2D objects.
- MODE_PARTICLES = 2 —- Mode used to calculate particle information on a per-particle basis. Not used for drawing.
Property Descriptions
- String code Returns the shader’s code as the user has written it, not the full generated code used internally.
- String custom_defines
Returns the shader’s custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
Note: Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
Method Descriptions
- Texture get_default_texture_param ( String param ) const
Returns the texture that is set as default for the specified parameter.
Note:
parammust match the name of the uniform in the code exactly.
- Mode get_mode ( ) const MODE_CANVAS_ITEM, MODE_SPATIAL or MODE_PARTICLES.
- bool has_param ( String name ) const
trueif the shader has this param defined as a uniform in its code. Note:parammust match the name of the uniform in the code exactly.
- set_default_texture_param ( String param, Texture texture )
ShaderMaterial.
Note:
parammust match the name of the uniform in the code exactly.
