<?xml version="1.0" encoding="UTF-8" ?>
<class name="ShaderMaterial" inherits="Material" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A material that uses a custom [Shader] program.
	</brief_description>
	<description>
		A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.
		[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
	</description>
	<tutorials>
		<link>$DOCS_URL/tutorials/shaders/index.html</link>
	</tutorials>
	<methods>
		<method name="get_shader_param" qualifiers="const">
			<return type="Variant" />
			<argument index="0" name="param" type="String" />
			<description>
				Returns the current value set for this material of a uniform in the shader.
			</description>
		</method>
		<method name="property_can_revert">
			<return type="bool" />
			<argument index="0" name="name" type="String" />
			<description>
				Returns [code]true[/code] if the property identified by [code]name[/code] can be reverted to a default value.
			</description>
		</method>
		<method name="property_get_revert">
			<return type="Variant" />
			<argument index="0" name="name" type="String" />
			<description>
				Returns the default value of the material property with given [code]name[/code].
			</description>
		</method>
		<method name="set_shader_param">
			<return type="void" />
			<argument index="0" name="param" type="String" />
			<argument index="1" name="value" type="Variant" />
			<description>
				Changes the value set for this material of a uniform in the shader.
				[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
			</description>
		</method>
	</methods>
	<members>
		<member name="shader" type="Shader" setter="set_shader" getter="get_shader">
			The [Shader] program used to render this material.
		</member>
	</members>
	<constants>
	</constants>
</class>
