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godot-docs/classes/class_visualshadernodeinput.rst
2020-03-13 17:17:50 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the VisualShaderNodeInput.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_VisualShaderNodeInput:
VisualShaderNodeInput
=====================
**Inherits:** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Represents the input shader parameter within the visual shader graph.
Properties
----------
+-----------------------------+--------------------------------------------------------------------+--------------+
| :ref:`String<class_String>` | :ref:`input_name<class_VisualShaderNodeInput_property_input_name>` | ``"[None]"`` |
+-----------------------------+--------------------------------------------------------------------+--------------+
Methods
-------
+-----------------------------+------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_input_real_name<class_VisualShaderNodeInput_method_get_input_real_name>` **(** **)** const |
+-----------------------------+------------------------------------------------------------------------------------------------------+
Signals
-------
.. _class_VisualShaderNodeInput_signal_input_type_changed:
- **input_type_changed** **(** **)**
Emitted when input is changed via :ref:`input_name<class_VisualShaderNodeInput_property_input_name>`.
Property Descriptions
---------------------
.. _class_VisualShaderNodeInput_property_input_name:
- :ref:`String<class_String>` **input_name**
+-----------+-----------------------+
| *Default* | ``"[None]"`` |
+-----------+-----------------------+
| *Setter* | set_input_name(value) |
+-----------+-----------------------+
| *Getter* | get_input_name() |
+-----------+-----------------------+
One of the several input constants in lower-case style like: "vertex"(``\ VERTEX``) or "point_size"([code]POINT_SIZE``).
Method Descriptions
-------------------
.. _class_VisualShaderNodeInput_method_get_input_real_name:
- :ref:`String<class_String>` **get_input_real_name** **(** **)** const
Returns a translated name of the current constant in the Godot Shader Language. eg. ``"ALBEDO"`` if the :ref:`input_name<class_VisualShaderNodeInput_property_input_name>` equal to ``"albedo"``.