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.