godot/doc/classes/VisualShaderNodeUVFunc.xml
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUVFunc" inherits="VisualShaderNode" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Contains functions to modify texture coordinates ([code]uv[/code]) to be used within the visual shader graph.
</brief_description>
<description>
UV functions are similar to [Vector2] functions, but the input port of this node uses the shader's UV value by default.
</description>
<tutorials>
</tutorials>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeUVFunc.Function" default="0">
A function to be applied to the texture coordinates. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_PANNING" value="0" enum="Function">
Translates [code]uv[/code] by using [code]scale[/code] and [code]offset[/code] values using the following formula: [code]uv = uv + offset * scale[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default.
</constant>
<constant name="FUNC_SCALING" value="1" enum="Function">
Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default.
</constant>
<constant name="FUNC_MAX" value="2" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
</constants>
</class>