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VisualShaderNodeTextureParameterΒΆ

Inherits: VisualShaderNodeParameter < VisualShaderNode < Resource < RefCounted < Object

Inherited By: VisualShaderNodeCubemapParameter, VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTexture2DParameter, VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameterTriplanar

Performs a uniform texture lookup within the visual shader graph.

DescriptionΒΆ

Performs a lookup operation on the texture provided as a uniform for the shader.

PropertiesΒΆ

ColorDefault

color_default

0

TextureFilter

texture_filter

0

TextureRepeat

texture_repeat

0

TextureSource

texture_source

0

TextureType

texture_type

0


EnumerationsΒΆ

enum TextureType: πŸ”—

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: πŸ”—

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: πŸ”—

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: πŸ”—

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: πŸ”—

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 DescriptionsΒΆ

ColorDefault color_default = 0 πŸ”—

Sets the default color if no texture is assigned to the uniform.


TextureFilter texture_filter = 0 πŸ”—

Sets the texture filtering mode. See TextureFilter for options.


TextureRepeat texture_repeat = 0 πŸ”—

Sets the texture repeating mode. See TextureRepeat for options.


TextureSource texture_source = 0 πŸ”—

Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. See TextureSource for options.


TextureType texture_type = 0 πŸ”—

Defines the type of data provided by the source texture. See TextureType for options.