Class reference
CanvasTexture
Inherits Texture2D
Texture with optional normal and specular maps for use in 2D rendering.
Description
CanvasTexture is an alternative to ImageTexture for 2D rendering. It allows using normal maps and specular maps in any node that inherits from CanvasItem. CanvasTexture also allows overriding the texture's filter and repeat mode independently of the node's properties (or the project settings). Note: CanvasTexture cannot be used in 3D. It will not display correctly when applied to any VisualInstance3D, such as Sprite3D or Decal. For physically-based materials in 3D, use BaseMaterial3D instead.
Properties
Texture2D diffuse_texture
Texture2D diffuse_textureThe diffuse (color) texture to use. This is the main texture you want to set in most cases.
Texture2D normal_texture
Texture2D normal_textureThe normal map texture to use. Only has a visible effect if Light2Ds are affecting this CanvasTexture. Note: Redot expects the normal map to use X+, Y+, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.
bool resource_local_to_scene = false
bool resource_local_to_scene = falseColor specular_color = Color(1, 1, 1, 1)
Color specular_color = Color(1, 1, 1, 1)The multiplier for specular reflection colors. The Light2D's color is also taken into account when determining the reflection color. Only has a visible effect if Light2Ds are affecting this CanvasTexture.
float specular_shininess = 1.0
float specular_shininess = 1.0The specular exponent for Light2D specular reflections. Higher values result in a more glossy/"wet" look, with reflections becoming more localized and less visible overall. The default value of 1.0 disables specular reflections entirely. Only has a visible effect if Light2Ds are affecting this CanvasTexture.
Texture2D specular_texture
Texture2D specular_textureThe specular map to use for Light2D specular reflections. This should be a grayscale or colored texture, with brighter areas resulting in a higher specular_shininess value. Using a colored specular_texture allows controlling specular shininess on a per-channel basis. Only has a visible effect if Light2Ds are affecting this CanvasTexture.
int texture_filter = 0
int texture_filter = 0The texture filtering mode to use when drawing this CanvasTexture.
int texture_repeat = 0
int texture_repeat = 0The texture repeat mode to use when drawing this CanvasTexture.