ShaderMaterial
Hereda: Material < Resource < RefCounted < Object
Un material definido por un programa de Shaders personalizado y los valores de sus parámetros de shader.
Descripción
A material that uses a custom Shader program to render visual items (canvas items, meshes, skies, fog), or to process particles. Compared to other materials, ShaderMaterial gives deeper control over the generated shader code. For more information, see the shaders documentation index below.
Multiple ShaderMaterials can use the same shader and configure different values for the shader uniforms.
Note: For performance reasons, the Resource.changed signal is only emitted when the Resource.resource_name changes. Only in editor, it is also emitted for shader changes.
Tutoriales
Propiedades
Métodos
get_shader_parameter(param: StringName) const |
|
void |
set_shader_parameter(param: StringName, value: Variant) |
Descripciones de Propiedades
El programa Shader utilizado para renderizar este material.
Descripciones de Métodos
Variant get_shader_parameter(param: StringName) const 🔗
Devuelve el valor actual establecido para este material de un uniforme en el shader.
void set_shader_parameter(param: StringName, value: Variant) 🔗
Changes the value set for this material of a uniform in the shader.
Note: param is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).
Note: Changes to the shader uniform will be effective on all instances using this ShaderMaterial. To prevent this, use per-instance uniforms with GeometryInstance3D.set_instance_shader_parameter() or duplicate the ShaderMaterial resource using Resource.duplicate(). Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the ShaderMaterial when possible.