Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Inherited By: VisualShaderNodeCubemapParameter, VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTexture2DParameter, VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameterTriplanar
Performs a uniform texture lookup within the visual shader graph.
Performs a lookup operation on the texture provided as a uniform for the shader.
TextureType TYPE_DATA =
No hints are added to the uniform declaration.
TextureType TYPE_COLOR =
source_color as hint to the uniform declaration for proper sRGB to linear conversion.
TextureType TYPE_NORMAL_MAP =
hint_normal as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
TextureType TYPE_ANISOTROPY =
hint_anisotropy as hint to the uniform declaration to use for a flowmap.
TextureType TYPE_MAX =
Represents the size of the TextureType enum.
ColorDefault COLOR_DEFAULT_WHITE =
Defaults to fully opaque white color.
ColorDefault COLOR_DEFAULT_BLACK =
Defaults to fully opaque black color.
ColorDefault COLOR_DEFAULT_TRANSPARENT =
Defaults to fully transparent black color.
ColorDefault COLOR_DEFAULT_MAX =
Represents the size of the ColorDefault enum.
TextureFilter FILTER_DEFAULT =
Sample the texture using the filter determined by the node this shader is attached to.
TextureFilter FILTER_NEAREST =
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
TextureFilter FILTER_LINEAR =
The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.