Documentation
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Overview ¶
A material that uses a custom graphics.gd/classdb/Shader program to render visual items (canvas items, meshes, skies, fog), or to process particles. Compared to other materials, graphics.gd/classdb/ShaderMaterial gives deeper control over the generated shader code. For more information, see the shaders documentation index below.
Multiple [graphics.gd/classdb/ShaderMaterial]s can use the same shader and configure different values for the shader uniforms.
Note: For performance reasons, the [Instance.OnResource.Changed] signal is only emitted when the graphics.gd/classdb/Resource.Instance.ResourceName changes. Only in editor, it is also emitted for Instance.Shader changes.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsMaterial() Material.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsShaderMaterial() Instance
- func (self Instance) GetShaderParameter(param string) any
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetShader(value Shader.Instance)
- func (self Instance) SetShaderParameter(param string, value any)
- func (self Instance) Shader() Shader.Instance
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsMaterial ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsShaderMaterial ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.ShaderMaterial
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsMaterial ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsShaderMaterial ¶
func (Instance) GetShaderParameter ¶
Returns the current value set for this material of a uniform in the shader.
func (Instance) SetShaderParameter ¶
Changes the value set for this material of a uniform in the shader.
Note: 'param' is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).
Note: Changes to the shader uniform will be effective on all instances using this graphics.gd/classdb/ShaderMaterial. To prevent this, use per-instance uniforms with graphics.gd/classdb/GeometryInstance3D.Instance.SetInstanceShaderParameter or duplicate the graphics.gd/classdb/ShaderMaterial resource using graphics.gd/classdb/Resource.Instance.Duplicate. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the graphics.gd/classdb/ShaderMaterial when possible.