Up to date

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 If you still find outdated information, please open an issue.

GradientTexture2DΒΆ

Inherits: Texture2D < Texture < Resource < RefCounted < Object

A 2D texture that creates a pattern with colors obtained from a Gradient.

DescriptionΒΆ

A 2D texture that obtains colors from a Gradient to fill the texture data. This texture is able to transform a color transition into different patterns such as a linear or a radial gradient. The gradient is sampled individually for each pixel so it does not necessarily represent an exact copy of the gradient(see width and height). See also GradientTexture1D, CurveTexture and CurveXYZTexture.

PropertiesΒΆ

Fill

fill

0

Vector2

fill_from

Vector2(0, 0)

Vector2

fill_to

Vector2(1, 0)

Gradient

gradient

int

height

64

Repeat

repeat

0

bool

resource_local_to_scene

false (overrides Resource)

bool

use_hdr

false

int

width

64


EnumerationsΒΆ

enum Fill: πŸ”—

Fill FILL_LINEAR = 0

The colors are linearly interpolated in a straight line.

Fill FILL_RADIAL = 1

The colors are linearly interpolated in a circular pattern.

Fill FILL_SQUARE = 2

The colors are linearly interpolated in a square pattern.


enum Repeat: πŸ”—

Repeat REPEAT_NONE = 0

The gradient fill is restricted to the range defined by fill_from to fill_to offsets.

Repeat REPEAT = 1

The texture is filled starting from fill_from to fill_to offsets, repeating the same pattern in both directions.

Repeat REPEAT_MIRROR = 2

The texture is filled starting from fill_from to fill_to offsets, mirroring the pattern in both directions.


Property DescriptionsΒΆ

Fill fill = 0 πŸ”—

  • void set_fill(value: Fill)

  • Fill get_fill()

The gradient fill type, one of the Fill values. The texture is filled by interpolating colors starting from fill_from to fill_to offsets.


Vector2 fill_from = Vector2(0, 0) πŸ”—

The initial offset used to fill the texture specified in UV coordinates.


Vector2 fill_to = Vector2(1, 0) πŸ”—

The final offset used to fill the texture specified in UV coordinates.


Gradient gradient πŸ”—

The Gradient used to fill the texture.


int height = 64 πŸ”—

  • void set_height(value: int)

  • int get_height()

The number of vertical color samples that will be obtained from the Gradient, which also represents the texture's height.


Repeat repeat = 0 πŸ”—

The gradient repeat type, one of the Repeat values. The texture is filled starting from fill_from to fill_to offsets by default, but the gradient fill can be repeated to cover the entire texture.


bool use_hdr = false πŸ”—

  • void set_use_hdr(value: bool)

  • bool is_using_hdr()

If true, the generated texture will support high dynamic range (Image.FORMAT_RGBAF format). This allows for glow effects to work if Environment.glow_enabled is true. If false, the generated texture will use low dynamic range; overbright colors will be clamped (Image.FORMAT_RGBA8 format).


int width = 64 πŸ”—

  • void set_width(value: int)

  • int get_width()

The number of horizontal color samples that will be obtained from the Gradient, which also represents the texture's width.