VisualShader

Inherits: Shader < Resource < Reference < Object

A custom shader program with a visual editor.

Description

This class allows you to define a custom shader program that can be used for various materials to render objects.

The visual shader editor creates the shader.

Properties

String code O: "shader_type spatial;void vertex() {// Output:0}void fragment() {// Output:0}void light() {// Output:0}"
Vector2 graph_offset Vector2( 0, 0 )
String version ""

Methods

void add_node ( Type type, VisualShaderNode node, Vector2 position, int id )
bool can_connect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port ) const
Error connect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port )
void connect_nodes_forced ( Type type, int from_node, int from_port, int to_node, int to_port )
void disconnect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port )
VisualShaderNode get_node ( Type type, int id ) const
Array get_node_connections ( Type type ) const
PackedInt32Array get_node_list ( Type type ) const
Vector2 get_node_position ( Type type, int id ) const
int get_valid_node_id ( Type type ) const
bool is_node_connection ( Type type, int from_node, int from_port, int to_node, int to_port ) const
void remove_node ( Type type, int id )
void set_mode ( Mode mode )
void set_node_position ( Type type, int id, Vector2 position )

Enumerations

enum Type:

  • TYPE_VERTEX = 0 — A vertex shader, operating on vertices.
  • TYPE_FRAGMENT = 1 — A fragment shader, operating on fragments (pixels).
  • TYPE_LIGHT = 2 — A shader for light calculations.
  • TYPE_MAX = 3 — Represents the size of the Type enum.

Constants

  • NODE_ID_INVALID = -1
  • NODE_ID_OUTPUT = 0

Property Descriptions

Default Vector2( 0, 0 )
Setter set_graph_offset(value)
Getter get_graph_offset()

The offset vector of the whole graph.


Default ""
Setter set_version(value)
Getter get_version()

Method Descriptions

Adds the specified node to the shader.


  • bool can_connect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port ) const

Returns true if the specified nodes and ports can be connected together.


Connects the specified nodes and ports.


  • void connect_nodes_forced ( Type type, int from_node, int from_port, int to_node, int to_port )

Connects the specified nodes and ports, even if they can’t be connected. Such connection is invalid and will not function properly.


  • void disconnect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port )

Connects the specified nodes and ports.


Returns the shader node instance with specified type and id.


  • Array get_node_connections ( Type type ) const

Returns the list of connected nodes with the specified type.


Returns the list of all nodes in the shader with the specified type.


Returns the position of the specified node within the shader graph.


  • int get_valid_node_id ( Type type ) const

  • bool is_node_connection ( Type type, int from_node, int from_port, int to_node, int to_port ) const

Returns true if the specified node and port connection exist.


  • void remove_node ( Type type, int id )

Removes the specified node from the shader.


  • void set_mode ( Mode mode )

Sets the mode of this shader.


Sets the position of the specified node.