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6 changes: 3 additions & 3 deletions tutorials/shaders/your_first_shader/your_first_3d_shader.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand All @@ -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<class_Shader>`. You can use the
uniform variable anywhere inside your :ref:`Shader<class_Shader>`. Here, we will
use it to set the height value instead of arbitrarily multiplying by ``0.5``.
Expand Down