Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A Cubemap sampling node to be used within the visual shader graph.
texture(cubemap, vec3) in the shader language. Returns a color vector and alpha channel as scalar.
Source SOURCE_TEXTURE =
Source SOURCE_PORT =
Source SOURCE_MAX =
Represents the size of the Source enum.
TextureType TYPE_DATA =
No hints are added to the uniform declaration.
TextureType TYPE_COLOR =
hint_albedo as hint to the uniform declaration for proper sRGB to linear conversion.
TextureType TYPE_NORMAL_MAP =
hint_normal as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
TextureType TYPE_MAX =
Represents the size of the TextureType enum.
Source source =
Defines which source should be used for the sampling. See Source for options.
TextureType texture_type =
Defines the type of data provided by the source texture. See TextureType for options.