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VisualShaderNodeTexture
Hérite de : VisualShaderNode < Resource < RefCounted < Object
Performs a 2D texture lookup within the visual shader graph.
Description
Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
Propriétés
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Énumérations
enum Source: 🔗
Source SOURCE_TEXTURE = 0
Use the texture given as an argument for this function.
Source SOURCE_SCREEN = 1
Utilise la texture de la fenêtre d'affichage actuelle comme source.
Source SOURCE_2D_TEXTURE = 2
Use the texture from this shader's texture built-in (e.g. a texture of a Sprite2D).
Source SOURCE_2D_NORMAL = 3
Use the texture from this shader's normal map built-in.
Source SOURCE_DEPTH = 4
Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
Source SOURCE_PORT = 5
Utilise la texture spécifiée en entrée pour cette fonction.
Source SOURCE_3D_NORMAL = 6
Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
Source SOURCE_ROUGHNESS = 7
Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
Source SOURCE_MAX = 8
Représente la taille de l'énumération Source.
enum TextureType: 🔗
TextureType TYPE_DATA = 0
Aucun indice n'a été ajouté à la déclaration de l'uniform.
TextureType TYPE_COLOR = 1
Adds source_color as hint to the uniform declaration for proper conversion from nonlinear sRGB encoding to linear encoding.
TextureType TYPE_NORMAL_MAP = 2
Ajoute hint_normal comme indication de la déclaration d'uniform, qui convertit en interne la texture pour l'utiliser de manière appropriée comme normal map.
TextureType TYPE_MAX = 3
Représente la taille de l’énumération TextureType.
Descriptions des propriétés
Determines the source for the lookup.
The source texture, if needed for the selected source.
TextureType texture_type = 0 🔗
void set_texture_type(value: TextureType)
TextureType get_texture_type()
Specifies the type of the texture if source is set to SOURCE_TEXTURE.