diff --git a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst index f863d316712..8856fd6a667 100644 --- a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst +++ b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst @@ -234,14 +234,14 @@ Let's make a uniform that changes the height of the terrain. Godot lets you initialize a uniform with a value; here, ``height_scale`` is set to ``0.5``. You can set uniforms from GDScript by calling the function -``set_shader_param()`` on the material corresponding to the shader. The value +``set_shader_parameter()`` on the material corresponding to the shader. The value passed from GDScript takes precedence over the value used to initialize it in the shader. :: # called from the MeshInstance3D - mesh.material.set_shader_param("height_scale", 0.5) + mesh.material.set_shader_parameter("height_scale", 0.5) .. note:: Changing uniforms in Spatial-based nodes is different from CanvasItem-based nodes. Here, we set the material inside the PlaneMesh @@ -250,7 +250,7 @@ the shader. MeshInstance3D you would access the material using ``get_surface_material()`` or ``material_override``. -Remember that the string passed into ``set_shader_param()`` must match the name +Remember that the string passed into ``set_shader_parameter()`` must match the name of the uniform variable in the :ref:`Shader`. You can use the uniform variable anywhere inside your :ref:`Shader`. Here, we will use it to set the height value instead of arbitrarily multiplying by ``0.5``.