Inheritance #

RefCounted

- AESContext
- AStar2D
- AStar3D
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- AudioEffectInstance (1)
- AudioSample
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- EditorScript
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- Node3DGizmo (1)
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- OpenXRAPIExtension
- PCKPacker
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- PacketPeer (8)
- PhysicsPointQueryParameters2D
- PhysicsPointQueryParameters3D
- PhysicsRayQueryParameters2D
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- RDAttachmentFormat
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- RDShaderSource
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- Resource (103)
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- WeakRef
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- ZIPPacker
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Resource

- Animation
- AnimationLibrary
- AnimationNode (6)
- AnimationNodeStateMachinePlayback
- AnimationNodeStateMachineTransition
- AudioBusLayout
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- AudioStream (10)
- BitMap
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- GLTFDocumentExtension (1)
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- GLTFState (1)
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- JSON
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- Mesh (4)
- MeshLibrary
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- Noise (1)
- Occluder3D (5)
- OccluderPolygon2D
- OggPacketSequence
- OpenXRAction
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- OpenXRActionSet
- OpenXRBindingModifier (2)
- OpenXRHapticBase (1)
- OpenXRIPBinding
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- PackedDataContainer
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- RDShaderFile
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- Script (3)
- Shader (1)
- ShaderInclude
- Shape2D (8)
- Shape3D (9)
- Shortcut
- SkeletonModification2D (7)
- SkeletonModificationStack2D
- SkeletonProfile (1)
- Skin
- Sky
- SpriteFrames
- StyleBox (4)
- SyntaxHighlighter (2)
- Texture (3)
- Theme
- TileMapPattern
- TileSet
- TileSetSource (2)
- Translation (1)
- VideoStream (1)
- VideoStreamPlayback
- VisualShaderNode (62)
- VoxelGIData
- World2D
- World3D
- X509Certificate
Shader

- VisualShader
Table of contents

Shader #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

A shader implemented in the Godot shading language.

A custom shader program implemented in the Godot shading language, saved with the .gdshader extension.

This class is used by a ShaderMaterial and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.

Members #

var code: String = ""#

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

Methods #

const func get_default_texture_parameter(index: int = 0) -> Texture#

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

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

Note: If the sampler array is used use index to access the specified texture.

const func get_mode() -> intShader.Mode#

Returns the shader mode for the shader.

func get_shader_uniform_list(get_groups: bool = false) -> Array#

Returns the list of shader uniforms that can be assigned to a ShaderMaterial, for use with ShaderMaterial.set_shader_parameter and ShaderMaterial.get_shader_parameter. The parameters returned are contained in dictionaries in a similar format to the ones returned by Object.get_property_list.

If argument get_groups is true, parameter grouping hints are also included in the list.

func inspect_native_shader_code() -> void#

Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also Material.inspect_native_shader_code.

func set_default_texture_parameter(index: int = 0) -> void#

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

Note: If the sampler array is used use index to access the specified texture.

Annotations #

Constants #

const MODE_SPATIAL = 0 enum Mode#

Mode used to draw all 3D objects.

const MODE_CANVAS_ITEM = 1 enum Mode#

Mode used to draw all 2D objects.

const MODE_PARTICLES = 2 enum Mode#

Mode used to calculate particle information on a per-particle basis. Not used for drawing.

const MODE_SKY = 3 enum Mode#

Mode used for drawing skies. Only works with shaders attached to Sky objects.

const MODE_FOG = 4 enum Mode#

Mode used for setting the color and density of volumetric fog effect.

Constructors #

Enums #

Mode#

enum Mode { MODE_SPATIAL = 0, MODE_CANVAS_ITEM = 1, MODE_PARTICLES = 2, MODE_SKY = 3, MODE_FOG = 4, }

Operators #

Signals #

Theme Items #

Tutorials #