Shader

Inherits: Resource < Reference < Object

Inherited By: VisualShader

A custom shader program.

Description

This class allows you to define a custom shader program that can be used by a ShaderMaterial. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.

Tutorials

Properties

String

code

“”

String

custom_defines

“”

Methods

Texture

get_default_texture_param ( String param ) const

Mode

get_mode ( ) const

bool

has_param ( String name ) const

void

set_default_texture_param ( String param, Texture texture )

Enumerations

enum Mode:

  • MODE_SPATIAL = 0 —- Mode used to draw all 3D objects.

  • MODE_CANVAS_ITEM = 1 —- Mode used to draw all 2D objects.

  • MODE_PARTICLES = 2 —- Mode used to calculate particle information on a per-particle basis. Not used for drawing.

Property Descriptions

Default

“”

Setter

set_code(value)

Getter

get_code()

Returns the shader’s code as the user has written it, not the full generated code used internally.


Default

“”

Setter

set_custom_defines(value)

Getter

get_custom_defines()

Returns the shader’s custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.

Note: Custom defines are not validated by the Godot shader parser, so care should be taken when using them.

Method Descriptions

Returns the texture that is set as default for the specified parameter.

Note: param must match the name of the uniform in the code exactly.


  • Mode get_mode ( ) const

Returns the shader mode for the shader, either MODE_CANVAS_ITEM, MODE_SPATIAL or MODE_PARTICLES.


Returns true if the shader has this param defined as a uniform in its code.

Note: param must match the name of the uniform in the code exactly.


  • void set_default_texture_param ( String param, Texture texture )

Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the ShaderMaterial.

Note: param must match the name of the uniform in the code exactly.