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VisualShaderNodeDerivativeFunc
Hérite de : VisualShaderNode < Resource < RefCounted < Object
Calcule une dérivée dans le graphe de shader visuel.
Description
Ce nœud n'est disponible que dans les shaders visuels Fragment et Light.
Propriétés
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Énumérations
enum OpType: 🔗
OpType OP_TYPE_SCALAR = 0
Un scalaire à virgule flottante.
OpType OP_TYPE_VECTOR_2D = 1
Un type de vecteur 2D.
OpType OP_TYPE_VECTOR_3D = 2
Un type de vecteur 3D.
OpType OP_TYPE_VECTOR_4D = 3
Un type de vecteur 4D.
OpType OP_TYPE_MAX = 4
Représente la taille de l'énumération OpType.
enum Function: 🔗
Function FUNC_SUM = 0
La somme d'une dérivation absolue dans x et y.
Function FUNC_X = 1
Dérive selon x par différenciation locale.
Function FUNC_Y = 2
Dérive selon y par différenciation locale.
Function FUNC_MAX = 3
Représente la taille de l'énumération Function.
enum Precision: 🔗
Precision PRECISION_NONE = 0
No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using dFdx() or dFdy() in text shaders.
Precision PRECISION_COARSE = 1
The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using PRECISION_FINE, but may not be suitable when more precision is needed. This is equivalent to using dFdxCoarse() or dFdyCoarse() in text shaders.
Precision PRECISION_FINE = 2
The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using PRECISION_COARSE, but may be necessary when more precision is needed. This is equivalent to using dFdxFine() or dFdyFine() in text shaders.
Precision PRECISION_MAX = 3
Représente la taille de l'énumération Precision.
Descriptions des propriétés
A derivative function type.
A type of operands and returned value.
Sets the level of precision to use for the derivative function. When using the Compatibility renderer, this setting has no effect.