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VisualShaderNodeTextureParameter¶
Inherits: VisualShaderNodeParameter < VisualShaderNode < Resource < RefCounted < Object
Inherited By: VisualShaderNodeCubemapParameter, VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTexture2DParameter, VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameterTriplanar
Performs a uniform texture lookup within the visual shader graph.
Description¶
Performs a lookup operation on the texture provided as a uniform for the shader.
Properties¶
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Enumerations¶
enum TextureType:
TextureType TYPE_DATA = 0
No hints are added to the uniform declaration.
TextureType TYPE_COLOR = 1
Adds source_color
as hint to the uniform declaration for proper sRGB to linear conversion.
TextureType TYPE_NORMAL_MAP = 2
Adds hint_normal
as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
TextureType TYPE_ANISOTROPY = 3
Adds hint_anisotropy
as hint to the uniform declaration to use for a flowmap.
TextureType TYPE_MAX = 4
Represents the size of the TextureType enum.
enum ColorDefault:
ColorDefault COLOR_DEFAULT_WHITE = 0
Defaults to fully opaque white color.
ColorDefault COLOR_DEFAULT_BLACK = 1
Defaults to fully opaque black color.
ColorDefault COLOR_DEFAULT_TRANSPARENT = 2
Defaults to fully transparent black color.
ColorDefault COLOR_DEFAULT_MAX = 3
Represents the size of the ColorDefault enum.
enum TextureFilter:
TextureFilter FILTER_DEFAULT = 0
Sample the texture using the filter determined by the node this shader is attached to.
TextureFilter FILTER_NEAREST = 1
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 = 2
The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.