godot/doc/classes/VisualShaderNodeParameter.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00

34 lines
1.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeParameter" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A base type for the parameters within the visual shader graph.
</brief_description>
<description>
A parameter represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Parameters are exposed as properties in the [ShaderMaterial] and can be assigned from the Inspector or from a script.
</description>
<tutorials>
</tutorials>
<members>
<member name="parameter_name" type="String" setter="set_parameter_name" getter="get_parameter_name" default="&quot;&quot;">
Name of the parameter, by which it can be accessed through the [ShaderMaterial] properties.
</member>
<member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeParameter.Qualifier" default="0">
Defines the scope of the parameter.
</member>
</members>
<constants>
<constant name="QUAL_NONE" value="0" enum="Qualifier">
The parameter will be tied to the [ShaderMaterial] using this shader.
</constant>
<constant name="QUAL_GLOBAL" value="1" enum="Qualifier">
The parameter will use a global value, defined in Project Settings.
</constant>
<constant name="QUAL_INSTANCE" value="2" enum="Qualifier">
The parameter will be tied to the node with attached [ShaderMaterial] using this shader.
</constant>
<constant name="QUAL_MAX" value="3" enum="Qualifier">
Represents the size of the [enum Qualifier] enum.
</constant>
</constants>
</class>