godot.gen.godot.ShaderGlobalsOverride.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
/**
* Similar to how a [WorldEnvironment] node can be used to override the environment while a specific
* scene is loaded, [ShaderGlobalsOverride] can be used to override global shader parameters
* temporarily. Once the node is removed, the project-wide values for the global shader parameters are
* restored. See the [RenderingServer] `global_shader_parameter_*` methods for more information.
* **Note:** Only one [ShaderGlobalsOverride] can be used per scene. If there is more than one
* [ShaderGlobalsOverride] node in the scene tree, only the first node (in tree order) will be taken
* into account.
* **Note:** All [ShaderGlobalsOverride] nodes are made part of a `"shader_overrides_group"` group
* when they are added to the scene tree. The currently active [ShaderGlobalsOverride] node also has a
* `"shader_overrides_group_active"` group added to it. You can use this to check which
* [ShaderGlobalsOverride] node is currently active.
*/
@GodotBaseType
public open class ShaderGlobalsOverride : Node() {
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_SHADERGLOBALSOVERRIDE, scriptIndex)
}
public companion object
internal object MethodBindings
}