Virtual class to define custom VisualShaderNodes for use in the Visual Shader Editor.
    public class VisualShaderNodeCustom : VisualShaderNode

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:

[codeblock]

tool

extends VisualShaderNodeCustom

class_name VisualShaderNodeNoise

[/codeblock]

Inheritance Chain

Constructors

    public VisualShaderNodeCustom()

Methods

    public virtual string _GetCategory()

Override this method to define the category 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 “Custom” category.

    public virtual string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, int mode, int type)

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 inputVars and outputVars 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 Shader.Mode) and/or type (see VisualShader.Type).

Defining this method is required.

    public virtual string _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.

    public virtual string _GetGlobalCode(int mode)

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 Shader.Mode).

Defining this method is optional.

    public virtual int _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.

    public virtual string _GetInputPortName(int port)

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(Godot.Collections.Array, Godot.Collections.Array, int, int).

Defining this method is optional, but recommended. If not overridden, input ports are named as "in" + str(port).

    public virtual int _GetInputPortType(int port)

Override this method to define the returned type of each input port of the associated custom node (see VisualShaderNode.PortType for possible types).

Defining this method is optional, but recommended. If not overridden, input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.

    public virtual string _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”.

    public virtual int _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.

    public virtual string _GetOutputPortName(int port)

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(Godot.Collections.Array, Godot.Collections.Array, int, int).

Defining this method is optional, but recommended. If not overridden, output ports are named as "out" + str(port).

    public virtual int _GetOutputPortType(int port)

Override this method to define the returned type of each output port of the associated custom node (see VisualShaderNode.PortType for possible types).

Defining this method is optional, but recommended. If not overridden, output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type.

    public virtual int _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.

    public virtual string _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()).

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