Up to date

This page is up to date for Redot 4.3. If you still find outdated information, please create an issue.

CanvasItemMaterialΒΆ

Inherits: Material < Resource < RefCounted < Object

A material for CanvasItems.

DescriptionΒΆ

CanvasItemMaterials provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a ShaderMaterial to more fully customize a material's interactions with a CanvasItem.

PropertiesΒΆ

BlendMode

blend_mode

0

LightMode

light_mode

0

int

particles_anim_h_frames

bool

particles_anim_loop

int

particles_anim_v_frames

bool

particles_animation

false


EnumerationsΒΆ

enum BlendMode: πŸ”—

BlendMode BLEND_MODE_MIX = 0

Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.

BlendMode BLEND_MODE_ADD = 1

Additive blending mode.

BlendMode BLEND_MODE_SUB = 2

Subtractive blending mode.

BlendMode BLEND_MODE_MUL = 3

Multiplicative blending mode.

BlendMode BLEND_MODE_PREMULT_ALPHA = 4

Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.


enum LightMode: πŸ”—

LightMode LIGHT_MODE_NORMAL = 0

Render the material using both light and non-light sensitive material properties.

LightMode LIGHT_MODE_UNSHADED = 1

Render the material as if there were no light.

LightMode LIGHT_MODE_LIGHT_ONLY = 2

Render the material as if there were only light.


Property DescriptionsΒΆ

BlendMode blend_mode = 0 πŸ”—

The manner in which a material's rendering is applied to underlying textures.


LightMode light_mode = 0 πŸ”—

The manner in which material reacts to lighting.


int particles_anim_h_frames πŸ”—

  • void set_particles_anim_h_frames(value: int)

  • int get_particles_anim_h_frames()

The number of columns in the spritesheet assigned as Texture2D for a GPUParticles2D or CPUParticles2D.

Note: This property is only used and visible in the editor if particles_animation is true.


bool particles_anim_loop πŸ”—

  • void set_particles_anim_loop(value: bool)

  • bool get_particles_anim_loop()

If true, the particles animation will loop.

Note: This property is only used and visible in the editor if particles_animation is true.


int particles_anim_v_frames πŸ”—

  • void set_particles_anim_v_frames(value: int)

  • int get_particles_anim_v_frames()

The number of rows in the spritesheet assigned as Texture2D for a GPUParticles2D or CPUParticles2D.

Note: This property is only used and visible in the editor if particles_animation is true.


bool particles_animation = false πŸ”—

  • void set_particles_animation(value: bool)

  • bool get_particles_animation()

If true, enable spritesheet-based animation features when assigned to GPUParticles2D and CPUParticles2D nodes. The ParticleProcessMaterial.anim_speed_max or CPUParticles2D.anim_speed_max should also be set to a positive value for the animation to play.

This property (and other particles_anim_* properties that depend on it) has no effect on other types of nodes.