Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

VisualShaderNodeTexture

Inherits: 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.

Properties

Source

source

0

Texture2D

texture

TextureType

texture_type

0


Enumerations

enum Source:

Source SOURCE_TEXTURE = 0

Use the texture given as an argument for this function.

Source SOURCE_SCREEN = 1

Use the current viewport's texture as the 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

Use the texture provided in the input port for this function.

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