TextureFilter
VisualShaderNodeTextureParameter.swift:66enum TextureFilterenum TextureFilters10SwiftGodot32VisualShaderNodeTextureParameterC0F6FilterO What are these?DVJRimport SwiftGodotFramework to write Godot Game Extensions using the Swift Programming Language.
class VisualShaderNodeTextureParameterPerforms a uniform texture lookup within the visual shader graph.
case `default`Sample the texture using the filter determined by the node this shader is attached to.
case nearestThe texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
case linearThe texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
case nearestMipmapThe texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings/rendering/textures/defaultFilters/useNearestMipmapFilter is true). This makes the texture look pixelated from up close, and smooth from a distance.
case linearMipmapThe texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings/rendering/textures/defaultFilters/useNearestMipmapFilter is true). This makes the texture look smooth from up close, and smooth from a distance.
case nearestMipmapAnisotropicThe texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings/rendering/textures/defaultFilters/useNearestMipmapFilter is true) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel.
case linearMipmapAnisotropicThe texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings/rendering/textures/defaultFilters/useNearestMipmapFilter is true) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel.
case maxRepresents the size of the TextureFilter enum.
override class var godotClassName: StringName { get }final var colorDefault: VisualShaderNodeTextureParameter.ColorDefault { get set }Sets the default color if no texture is assigned to the uniform.
final var textureFilter: VisualShaderNodeTextureParameter.TextureFilter { get set }Sets the texture filtering mode. See TextureFilter for options.
final var textureRepeat: VisualShaderNodeTextureParameter.TextureRepeat { get set }Sets the texture repeating mode. See TextureRepeat for options.
final var textureSource: VisualShaderNodeTextureParameter.TextureSource { get set }Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. See TextureSource for options.
final var textureType: VisualShaderNodeTextureParameter.TextureType { get set }Defines the type of data provided by the source texture. See TextureType for options.
enum ColorDefaultenum TextureRepeatenum TextureSourceenum TextureTypeprotocol CaseIterableA type that provides a collection of all of its values.
protocol CustomDebugStringConvertibleA type with a customized textual representation suitable for debugging purposes.
protocol EquatableA type that can be compared for value equality.
protocol Hashable : EquatableA type that can be hashed into a Hasher to produce an integer hash value.
protocol RawRepresentable<RawValue>A type that can be converted to and from an associated raw value.
init?(rawValue: Int64) var debugDescription: String { get }A textual representation of this instance, suitable for debugging
var hashValue: Int { get }static func != (lhs: Self, rhs: Self) -> Bool Returns a Boolean value indicating whether two values are not equal.
func hash(into hasher: inout Hasher)