Documentation
¶
Overview ¶
Package Shader provides methods for working with Shader object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsShader() Instance
- func (self Instance) Code() string
- func (self Instance) GetDefaultTextureParameter(name string) [1]gdclass.Texture2D
- func (self Instance) GetMode() gdclass.ShaderMode
- func (self Instance) GetShaderUniformList() []any
- func (self Instance) SetCode(value string)
- func (self Instance) SetDefaultTextureParameter(name string, texture [1]gdclass.Texture2D)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Mode
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension. This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) GetDefaultTextureParameter ¶
Returns the texture that is set as default for the specified parameter. [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
func (Instance) GetMode ¶
func (self Instance) GetMode() gdclass.ShaderMode
Returns the shader mode for the shader.
func (Instance) GetShaderUniformList ¶
Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list]. If argument [param get_groups] is true, parameter grouping hints will be provided.
func (Instance) SetDefaultTextureParameter ¶
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial]. [b]Note:[/b] [param name] must match the name of the uniform in the code exactly. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
func (*Instance) UnsafePointer ¶
type Mode ¶
type Mode = gdclass.ShaderMode //gd:Shader.Mode
const ( /*Mode used to draw all 3D objects.*/ ModeSpatial Mode = 0 /*Mode used to draw all 2D objects.*/ ModeCanvasItem Mode = 1 /*Mode used to calculate particle information on a per-particle basis. Not used for drawing.*/ ModeParticles Mode = 2 /*Mode used for drawing skies. Only works with shaders attached to [Sky] objects.*/ ModeSky Mode = 3 /*Mode used for setting the color and density of volumetric fog effect.*/ ModeFog Mode = 4 )