@tool class_name VisualShaderNodeUVTilingAndOffset extends ShaderLib func _get_name() -> String: return "TilingAndOffset" func _get_category() -> String: return "UV" func _get_description() -> String: return "Tiles and offsets the value of input UV by the inputs Tiling and Offset respectively. This is commonly used for detail maps and scrolling textures over TIME." func _get_return_icon_type() -> VisualShaderNode.PortType: return PORT_TYPE_VECTOR_2D func _get_input_port_count() -> int: return 3 func _get_input_port_name(port: int) -> String: match port: 0: return "uv" 1: return "tiling" 2: return "offset" return "" func _get_input_port_type(port: int) -> VisualShaderNode.PortType: match port: 0, 1, 2: return PORT_TYPE_VECTOR_2D return PORT_TYPE_SCALAR func _get_input_port_default_value(port: int) -> Variant: match port: 1: return Vector2(1.0, 1.0) 2: return Vector2(0.0, 0.0) _: return null func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "uv" func _get_output_port_type(port: int) -> VisualShaderNode.PortType: return PORT_TYPE_VECTOR_2D func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var uv: String match mode: 0, 1: uv = "UV" _: uv = "vec2(0.0)" if input_vars[0]: uv = input_vars[0] var tiling: String = input_vars[1] var offset: String = input_vars[2] return output_vars[0] + " = %s * %s + %s;" % [uv, tiling, offset]