VisualShaderNodeTextureParameter
Inherits: VisualShaderNodeParameter < VisualShaderNode < Resource < RefCounted < Object
Inherited By: VisualShaderNodeCubemapParameter, VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTexture2DParameter, VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameterTriplanar
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
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Enumerations
enum TextureType: 🔗
TextureType TYPE_DATA = 0
No hints are added to the uniform declaration.
TextureType TYPE_COLOR = 1
Adds source_color
as hint to the uniform declaration for proper sRGB to linear conversion.
TextureType TYPE_NORMAL_MAP = 2
Adds hint_normal
as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
TextureType TYPE_ANISOTROPY = 3
Adds hint_anisotropy
as hint to the uniform declaration to use for a flowmap.
TextureType TYPE_MAX = 4
Represents the size of the TextureType enum.
enum ColorDefault: 🔗
ColorDefault COLOR_DEFAULT_WHITE = 0
Defaults to fully opaque white color.
ColorDefault COLOR_DEFAULT_BLACK = 1
Defaults to fully opaque black color.
ColorDefault COLOR_DEFAULT_TRANSPARENT = 2
Defaults to fully transparent black color.
ColorDefault COLOR_DEFAULT_MAX = 3
Represents the size of the ColorDefault enum.
enum TextureFilter: 🔗
TextureFilter FILTER_DEFAULT = 0
Sample the texture using the filter determined by the node this shader is attached to.
TextureFilter FILTER_NEAREST = 1
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).
TextureFilter FILTER_LINEAR = 2
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).
TextureFilter FILTER_NEAREST_MIPMAP = 3
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.
TextureFilter FILTER_LINEAR_MIPMAP = 4
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.
TextureFilter FILTER_NEAREST_MIPMAP_ANISOTROPIC = 5
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.
TextureFilter FILTER_LINEAR_MIPMAP_ANISOTROPIC = 6
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.
TextureFilter FILTER_MAX = 7
Represents the size of the TextureFilter enum.
enum TextureRepeat: 🔗
TextureRepeat REPEAT_DEFAULT = 0
Sample the texture using the repeat mode determined by the node this shader is attached to.
TextureRepeat REPEAT_ENABLED = 1
Texture will repeat normally.
TextureRepeat REPEAT_DISABLED = 2
Texture will not repeat.
TextureRepeat REPEAT_MAX = 3
Represents the size of the TextureRepeat enum.
enum TextureSource: 🔗
TextureSource SOURCE_NONE = 0
The texture source is not specified in the shader.
TextureSource SOURCE_SCREEN = 1
The texture source is the screen texture which captures all opaque objects drawn this frame.
TextureSource SOURCE_DEPTH = 2
The texture source is the depth texture from the depth prepass.
TextureSource SOURCE_NORMAL_ROUGHNESS = 3
The texture source is the normal-roughness buffer from the depth prepass.
TextureSource SOURCE_MAX = 4
Represents the size of the TextureSource enum.
Property Descriptions
ColorDefault color_default = 0
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void set_color_default(value: ColorDefault)
ColorDefault get_color_default()
Sets the default color if no texture is assigned to the uniform.
TextureFilter texture_filter = 0
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void set_texture_filter(value: TextureFilter)
TextureFilter get_texture_filter()
Sets the texture filtering mode. See TextureFilter for options.
TextureRepeat texture_repeat = 0
🔗
void set_texture_repeat(value: TextureRepeat)
TextureRepeat get_texture_repeat()
Sets the texture repeating mode. See TextureRepeat for options.
TextureSource texture_source = 0
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void set_texture_source(value: TextureSource)
TextureSource get_texture_source()
Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. See TextureSource for options.
TextureType texture_type = 0
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void set_texture_type(value: TextureType)
TextureType get_texture_type()
Defines the type of data provided by the source texture. See TextureType for options.
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