using Godot; /// <summary> /// Shader 中的参数名称 /// </summary> public static class ShaderParamNames { /// <summary> /// 灰度 /// </summary> public static readonly StringName Grey = "grey"; /// <summary> /// 轮廓颜色 /// </summary> public static readonly StringName OutlineColor = "outline_color"; /// <summary> /// 是否显示轮廓 /// </summary> public static readonly StringName ShowOutline = "show_outline"; /// <summary> /// 纹理大小 /// </summary> public static readonly StringName Size = "size"; /// <summary> /// 线段宽度 /// </summary> public static readonly StringName LineWidth = "line_width"; /// <summary> /// 偏移 /// </summary> public static readonly StringName Offset = "offset"; /// <summary> /// 网格大小 /// </summary> public static readonly StringName GridSize = "grid_size"; /// <summary> /// 颜色 /// </summary> public static readonly StringName Color = "color"; /// <summary> /// 快速设置一个材质的 shader 材质参数 /// </summary> public static void SetShaderMaterialParameter(this Material material, StringName param, Variant value) { if (material is ShaderMaterial shaderMaterial) { shaderMaterial.SetShaderParameter(param, value); } } }