godot/doc/classes/VisualShaderNodeTexture.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTexture" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
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Performs a 2D texture lookup within the visual shader graph.
</brief_description>
<description>
Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
</description>
<tutorials>
</tutorials>
<members>
<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeTexture.Source" default="0">
Determines the source for the lookup. See [enum Source] for options.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The source texture, if needed for the selected [member source].
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTexture.TextureType" default="0">
Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="SOURCE_TEXTURE" value="0" enum="Source">
Use the texture given as an argument for this function.
</constant>
<constant name="SOURCE_SCREEN" value="1" enum="Source">
Use the current viewport's texture as the source.
</constant>
<constant name="SOURCE_2D_TEXTURE" value="2" enum="Source">
Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).
</constant>
<constant name="SOURCE_2D_NORMAL" value="3" enum="Source">
Use the texture from this shader's normal map built-in.
</constant>
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<constant name="SOURCE_DEPTH" value="4" enum="Source">
Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
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</constant>
<constant name="SOURCE_PORT" value="5" enum="Source">
Use the texture provided in the input port for this function.
</constant>
<constant name="SOURCE_3D_NORMAL" value="6" enum="Source">
Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
</constant>
<constant name="SOURCE_ROUGHNESS" value="7" enum="Source">
Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
</constant>
<constant name="SOURCE_MAX" value="8" enum="Source">
Represents the size of the [enum Source] enum.
</constant>
<constant name="TYPE_DATA" value="0" enum="TextureType">
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
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<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
<constant name="TYPE_MAX" value="3" enum="TextureType">
Represents the size of the [enum TextureType] enum.
</constant>
</constants>
</class>