Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.


Inherits: RefCounted < Object

Pipeline specialization constant (used by RenderingDevice).


A specialization constant is a way to create additional variants of shaders without actually increasing the number of shader versions that are compiled. This allows improving performance by reducing the number of shader versions and reducing if branching, while still allowing shaders to be flexible for different use cases.

This object is used by RenderingDevice.







Property Descriptions

int constant_id = 0

  • void set_constant_id(value: int)

  • int get_constant_id()

The identifier of the specialization constant. This is a value starting from 0 and that increments for every different specialization constant for a given shader.

Variant value

The specialization constant's value. Only bool, int and float types are valid for specialization constants.

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