VisualShaderNodeTextureParameter
繼承: VisualShaderNodeParameter < VisualShaderNode < Resource < RefCounted < Object
被繼承: VisualShaderNodeCubemapParameter, VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTexture2DParameter, VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameterTriplanar
在視覺化著色器圖中執行 uniform 的紋理搜尋。
說明
對作為 uniform 著色器提供的紋理進行搜尋操作。
屬性
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列舉
enum TextureType: 🔗
TextureType TYPE_DATA = 0
在uniform宣告中未新增提示。
TextureType TYPE_COLOR = 1
向該 uniform 宣告新增 source_color 提示,用於進行正確的 sRGB 到線性顏色空間的轉換。
TextureType TYPE_NORMAL_MAP = 2
將 hint_normal 作為提示新增到 uniform 宣告中,該宣告在內部將紋理轉換為法線貼圖。
TextureType TYPE_ANISOTROPY = 3
向該 uniform 宣告新增 hint_anisotropy 提示,用於流向圖。
TextureType TYPE_MAX = 4
代表 TextureType 列舉的大小。
enum ColorDefault: 🔗
ColorDefault COLOR_DEFAULT_WHITE = 0
預設為完全不透明的白色。
ColorDefault COLOR_DEFAULT_BLACK = 1
預設為完全不透明的黑色。
ColorDefault COLOR_DEFAULT_TRANSPARENT = 2
預設為完全透明的黑色。
ColorDefault COLOR_DEFAULT_MAX = 3
代表 ColorDefault 列舉的大小。
enum TextureFilter: 🔗
TextureFilter FILTER_DEFAULT = 0
使用由該著色器所附加到的節點決定的篩檢程式對紋理進行取樣。
TextureFilter FILTER_NEAREST = 1
紋理僅取最鄰近像素,近看呈現馬賽克,遠處因未取樣 mipmap 而顯得顆粒。
TextureFilter FILTER_LINEAR = 2
紋理在最鄰近 4 像素間插值,近看平滑,遠處因未取樣 mipmap 仍顆粒。
TextureFilter FILTER_NEAREST_MIPMAP = 3
The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true). This makes the texture look pixelated from up close, and smooth from a distance.
Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
TextureFilter FILTER_LINEAR_MIPMAP = 4
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true). This makes the texture look smooth from up close, and smooth from a distance.
Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
TextureFilter FILTER_NEAREST_MIPMAP_ANISOTROPIC = 5
The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
Note: This texture filter is rarely useful in 2D projects. FILTER_NEAREST_MIPMAP is usually more appropriate in this case.
TextureFilter FILTER_LINEAR_MIPMAP_ANISOTROPIC = 6
The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.
Note: This texture filter is rarely useful in 2D projects. FILTER_LINEAR_MIPMAP is usually more appropriate in this case.
TextureFilter FILTER_MAX = 7
代表 TextureFilter 列舉的大小。
enum TextureRepeat: 🔗
TextureRepeat REPEAT_DEFAULT = 0
使用由該著色器所附加到的節點決定的重複模式對該紋理進行取樣。
TextureRepeat REPEAT_ENABLED = 1
紋理將正常重複。
TextureRepeat REPEAT_DISABLED = 2
紋理不會重複。
TextureRepeat REPEAT_MAX = 3
代表 TextureRepeat 列舉的大小。
enum TextureSource: 🔗
TextureSource SOURCE_NONE = 0
著色器中未指定紋理源。
TextureSource SOURCE_SCREEN = 1
紋理源為螢幕紋理,捕獲了本影格中繪製的所有不透明物件。
TextureSource SOURCE_DEPTH = 2
紋理源為深度預處理階段的深度紋理。
TextureSource SOURCE_NORMAL_ROUGHNESS = 3
紋理源為深度預處理階段的法線粗糙度緩衝區。
TextureSource SOURCE_MAX = 4
代表 TextureSource 列舉的大小。
屬性說明
ColorDefault color_default = 0 🔗
void set_color_default(value: ColorDefault)
ColorDefault get_color_default()
如果沒有給 uniform 分配紋理,則設定預設顏色。
TextureFilter texture_filter = 0 🔗
void set_texture_filter(value: TextureFilter)
TextureFilter get_texture_filter()
Sets the texture filtering mode.
TextureRepeat texture_repeat = 0 🔗
void set_texture_repeat(value: TextureRepeat)
TextureRepeat get_texture_repeat()
Sets the texture repeating mode.
TextureSource texture_source = 0 🔗
void set_texture_source(value: TextureSource)
TextureSource get_texture_source()
Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture.
TextureType texture_type = 0 🔗
void set_texture_type(value: TextureType)
TextureType get_texture_type()
Defines the type of data provided by the source texture.