mirror of
https://github.com/godotengine/godot
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41 lines
1.8 KiB
XML
41 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" version="4.0">
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<brief_description>
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Performs a uniform texture lookup within the visual shader graph.
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</brief_description>
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<description>
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Performs a lookup operation on the texture provided as a uniform for the shader.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0">
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Sets the default color if no texture is assigned to the uniform.
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</member>
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<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0">
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Defines the type of data provided by the source texture. See [enum TextureType] for options.
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</member>
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</members>
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<constants>
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<constant name="TYPE_DATA" value="0" enum="TextureType">
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No hints are added to the uniform declaration.
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</constant>
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<constant name="TYPE_COLOR" value="1" enum="TextureType">
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Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
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</constant>
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<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
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Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
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</constant>
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<constant name="TYPE_ANISO" value="3" enum="TextureType">
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Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap.
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</constant>
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<constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault">
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Defaults to white color.
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</constant>
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<constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault">
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Defaults to black color.
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</constant>
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</constants>
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</class>
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