Class reference

VisualShaderNodeTextureParameter

Inherits VisualShaderNodeParameter

Performs a uniform texture lookup within the visual shader graph.

Description

Performs a lookup operation on the texture provided as a uniform for the shader.

Properties

int color_default = 0

Sets the default color if no texture is assigned to the uniform.

int texture_filter = 0

Sets the texture filtering mode.

int texture_repeat = 0

Sets the texture repeating mode.

int texture_source = 0

Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture.

int texture_type = 0

Defines the type of data provided by the source texture.

Constants

TYPE_DATA = 0

Enum: TextureType

No hints are added to the uniform declaration.

TYPE_COLOR = 1

Enum: TextureType

Adds source_color as hint to the uniform declaration for proper sRGB to linear conversion.

TYPE_NORMAL_MAP = 2

Enum: TextureType

Adds hint_normal as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.

TYPE_ANISOTROPY = 3

Enum: TextureType

Adds hint_anisotropy as hint to the uniform declaration to use for a flowmap.

TYPE_MAX = 4

Enum: TextureType

Represents the size of the TextureType enum.

COLOR_DEFAULT_WHITE = 0

Enum: ColorDefault

Defaults to fully opaque white color.

COLOR_DEFAULT_BLACK = 1

Enum: ColorDefault

Defaults to fully opaque black color.

COLOR_DEFAULT_TRANSPARENT = 2

Enum: ColorDefault

Defaults to fully transparent black color.

COLOR_DEFAULT_MAX = 3

Enum: ColorDefault

Represents the size of the ColorDefault enum.

FILTER_DEFAULT = 0

Enum: TextureFilter

Sample the texture using the filter determined by the node this shader is attached to.

FILTER_NEAREST = 1

Enum: TextureFilter

The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).

FILTER_LINEAR = 2

Enum: TextureFilter

The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).

FILTER_NEAREST_MIPMAP = 3

Enum: TextureFilter

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.

FILTER_LINEAR_MIPMAP = 4

Enum: TextureFilter

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.

FILTER_NEAREST_MIPMAP_ANISOTROPIC = 5

Enum: TextureFilter

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.

FILTER_LINEAR_MIPMAP_ANISOTROPIC = 6

Enum: TextureFilter

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.

FILTER_MAX = 7

Enum: TextureFilter

Represents the size of the TextureFilter enum.

REPEAT_DEFAULT = 0

Enum: TextureRepeat

Sample the texture using the repeat mode determined by the node this shader is attached to.

REPEAT_ENABLED = 1

Enum: TextureRepeat

Texture will repeat normally.

REPEAT_DISABLED = 2

Enum: TextureRepeat

Texture will not repeat.

REPEAT_MAX = 3

Enum: TextureRepeat

Represents the size of the TextureRepeat enum.

SOURCE_NONE = 0

Enum: TextureSource

The texture source is not specified in the shader.

SOURCE_SCREEN = 1

Enum: TextureSource

The texture source is the screen texture which captures all opaque objects drawn this frame.

SOURCE_DEPTH = 2

Enum: TextureSource

The texture source is the depth texture from the depth prepass.

SOURCE_NORMAL_ROUGHNESS = 3

Enum: TextureSource

The texture source is the normal-roughness buffer from the depth prepass.

SOURCE_MAX = 4

Enum: TextureSource

Represents the size of the TextureSource enum.

Source revision 4f5b14abade2
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.