Table of Contents

Enum VisualShaderNodeTexture.SourceEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum VisualShaderNodeTexture.SourceEnum : long

Fields

Depth = 4

Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).

Max = 8

Represents the size of the VisualShaderNodeTexture.SourceEnum enum.

Port = 5

Use the texture provided in the input port for this function.

Roughness = 7

Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).

Screen = 1

Use the current viewport's texture as the source.

Source2DNormal = 3

Use the texture from this shader's normal map built-in.

Source2DTexture = 2

Use the texture from this shader's texture built-in (e.g. a texture of a Sprite2D).

Source3DNormal = 6

Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).

Texture = 0

Use the texture given as an argument for this function.