VisualShaderNodeCustom Class |
By inheriting this class you can create a custom VisualShader script addon which will be automatically added to the Visual Shader Editor. The VisualShaderNode's behavior is defined by overriding the provided virtual methods.
In order for the node to be registered as an editor addon, you must use the tool keyword and provide a class_name for your custom script. For example:
tool extends VisualShaderNodeCustom class_name VisualShaderNodeNoise
Namespace: Godot
public class VisualShaderNodeCustom : VisualShaderNode
The VisualShaderNodeCustom type exposes the following members.
Name | Description | |
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![]() | VisualShaderNodeCustom | Initializes a new instance of the VisualShaderNodeCustom class |
Name | Description | |
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![]() | DefaultInputValues | (Inherited from VisualShaderNode.) |
![]() | DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) |
![]() | NativeInstance | (Inherited from Object.) |
![]() | OutputPortForPreview | Sets the output port index which will be showed for preview. If set to -1 no port will be open for preview. |
![]() | ResourceLocalToScene | If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene. |
![]() | ResourceName | The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor. |
![]() | ResourcePath | The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index. |
Name | Description | |
---|---|---|
![]() | _Get | Virtual method which can be overridden to customize the return value of Get(String). Returns the given property. Returns null if the property does not exist. |
![]() | _GetCategory | Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog. The path may look like "MyGame/MyFunctions/Noise". Defining this method is optional. If not overridden, the node will be filed under the "Custom" category. |
![]() | _GetCode | Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the """ multiline string construct can be used for convenience). The input_vars and output_vars arrays contain the string names of the various input and output variables, as defined by _get_input_* and _get_output_* virtual methods in this class. The output ports can be assigned values in the shader code. For example, return output_vars[0] + " = " + input_vars[0] + ";". You can customize the generated code based on the shader mode (see ShaderMode) and/or type (see VisualShaderType). Defining this method is required. |
![]() | _GetDescription | Override this method to define the description of the associated custom node in the Visual Shader Editor's members dialog. Defining this method is optional. |
![]() | _GetGlobalCode | Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the """ multiline string construct can be used for convenience). Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names. You can customize the generated code based on the shader mode (see ShaderMode). Defining this method is optional. |
![]() | _GetInputPortCount | Override this method to define the amount of input ports of the associated custom node. Defining this method is required. If not overridden, the node has no input ports. |
![]() | _GetInputPortName | Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the input_vars array in _GetCode(Array, Array, Int32, Int32). Defining this method is optional, but recommended. If not overridden, input ports are named as "in" + str(port). |
![]() | _GetInputPortType | Override this method to define the returned type of each input port of the associated custom node (see VisualShaderNodePortType for possible types). Defining this method is optional, but recommended. If not overridden, input ports will return the type. |
![]() | _GetName | Override this method to define the name of the associated custom node in the Visual Shader Editor's members dialog and graph. Defining this method is optional, but recommended. If not overridden, the node will be named as "Unnamed". |
![]() | _GetOutputPortCount | Override this method to define the amount of output ports of the associated custom node. Defining this method is required. If not overridden, the node has no output ports. |
![]() | _GetOutputPortName | Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the output_vars array in _GetCode(Array, Array, Int32, Int32). Defining this method is optional, but recommended. If not overridden, output ports are named as "out" + str(port). |
![]() | _GetOutputPortType | Override this method to define the returned type of each output port of the associated custom node (see VisualShaderNodePortType for possible types). Defining this method is optional, but recommended. If not overridden, output ports will return the type. |
![]() | _GetPropertyList | Virtual method which can be overridden to customize the return value of GetPropertyList. Returns the object's property list as an Array of dictionaries. Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). |
![]() | _GetReturnIconType | Override this method to define the return icon of the associated custom node in the Visual Shader Editor's members dialog. Defining this method is optional. If not overridden, no return icon is shown. |
![]() | _GetSubcategory | Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog. Defining this method is optional. If not overridden, the node will be filed under the root of the main category (see _GetCategory). |
![]() | _Notification | Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method. |
![]() | _Set | Virtual method which can be overridden to customize the return value of Set(String, Object). Sets a property. Returns true if the property exists. |
![]() | _SetupLocalToScene | Virtual function which can be overridden to customize the behavior value of SetupLocalToScene. |
![]() | AddUserSignal | Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries. |
![]() | Call | Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). |
![]() | CallDeferred | Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call_deferred("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). |
![]() | Callv | Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array. callv("set", [ "position", Vector2(42.0, 0.0) ]) |
![]() | CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). |
![]() | Connect | Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples: connect("pressed", self, "_on_Button_pressed") # BaseButton signal connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object): connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first func _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) |
![]() | Disconnect | Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists. |
![]() | Dispose | (Inherited from Object.) |
![]() | Dispose(Boolean) | (Inherited from Object.) |
![]() | Duplicate | Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. |
![]() | EmitChanged | Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to: emit_signal("changed") Note: This method is called automatically for built-in resources. |
![]() | EmitSignal | Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: emit_signal("hit", weapon_type, damage) emit_signal("game_over") |
![]() | Equals | (Inherited from Object.) |
![]() | Finalize | (Inherited from Object.) |
![]() | Free | Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties. |
![]() | Get | Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). |
![]() | GetClass | Returns the object's class as a String. |
![]() | GetDefaultInputValues | Obsolete. Returns an Array containing default values for all of the input ports of the node in the form [index0, value0, index1, value1, ...]. |
![]() | GetHashCode | (Inherited from Object.) |
![]() | GetIncomingConnections | Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries: - source is a reference to the signal emitter. - signal_name is the name of the connected signal. - method_name is the name of the method to which the signal is connected. |
![]() | GetIndexed | Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". |
![]() | GetInputPortDefaultValue | Returns the default value of the input port. |
![]() | GetInstanceId | Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id. |
![]() | GetLocalScene | If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null. |
![]() | GetMeta | Returns the object's metadata entry for the given name. |
![]() | GetMetaList | Returns the object's metadata as a String. |
![]() | GetMethodList | Returns the object's methods and their signatures as an Array. |
![]() | GetName | Obsolete. (Inherited from Resource.) |
![]() | GetOutputPortForPreview | Obsolete. (Inherited from VisualShaderNode.) |
![]() | GetPath | Obsolete. (Inherited from Resource.) |
![]() | GetPropertyList | Returns the object's property list as an Array of dictionaries. Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). |
![]() | GetRid | Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID. |
![]() | GetScript | Returns the object's Script instance, or null if none is assigned. |
![]() | GetSignalConnectionList | Returns an Array of connections for the given signal. |
![]() | GetSignalList | Returns the list of signals as an Array of dictionaries. |
![]() | GetType | (Inherited from Object.) |
![]() | HasMeta | Returns true if a metadata entry is found with the given name. |
![]() | HasMethod | Returns true if the object contains the given method. |
![]() | HasSignal | Returns true if the given signal exists. |
![]() | HasUserSignal | Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account. |
![]() | InitRef | Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful. |
![]() | IsBlockingSignals | Returns true if signal emission blocking is enabled. |
![]() | IsClass | Returns true if the object inherits from the given class. |
![]() | IsConnected | Returns true if a connection exists for a given signal, target, and method. |
![]() | IsLocalToScene | Obsolete. (Inherited from Resource.) |
![]() | IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. |
![]() | MemberwiseClone | (Inherited from Object.) |
![]() | Notification | Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from. If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes. |
![]() | PropertyListChangedNotify | Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. |
![]() | Reference_ | Increments the internal reference counter. Use this only if you really know what you are doing. Returns true if the increment was successful, false otherwise. |
![]() | RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). |
![]() | Set | Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). |
![]() | SetBlockSignals | If set to true, signal emission is blocked. |
![]() | SetDefaultInputValues | Obsolete. Sets the default input ports values using an Array of the form [index0, value0, index1, value1, ...]. For example: [0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)]. |
![]() | SetDeferred | Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). |
![]() | SetIndexed | Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example: set_indexed("position", Vector2(42, 0)) set_indexed("position:y", -10) print(position) # (42, -10) |
![]() | SetInputPortDefaultValue | Sets the default value for the selected input port. |
![]() | SetLocalToScene | Obsolete. (Inherited from Resource.) |
![]() | SetMessageTranslation | Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default. |
![]() | SetMeta | Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name". |
![]() | SetName | Obsolete. (Inherited from Resource.) |
![]() | SetOutputPortForPreview | Obsolete. (Inherited from VisualShaderNode.) |
![]() | SetPath | Obsolete. (Inherited from Resource.) |
![]() | SetScript | Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called. |
![]() | SetupLocalToScene | This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport. |
![]() | TakeOverPath | Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path. |
![]() ![]() | ToSignal |
Returns a new SignalAwaiter awaiter configured to complete when the instance
source emits the signal specified by the signal parameter.
(Inherited from Object.) |
![]() | ToString | (Inherited from Object.) |
![]() | Tr | Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean). |
![]() | Unreference | Decrements the internal reference counter. Use this only if you really know what you are doing. Returns true if the decrement was successful, false otherwise. |