/** * [CanvasItemMaterial]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem]. * */ declare class CanvasItemMaterial extends Material { /** * [CanvasItemMaterial]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem]. * */ new(): CanvasItemMaterial; static "new"(): CanvasItemMaterial /** The manner in which a material's rendering is applied to underlying textures. */ blend_mode: int; /** The manner in which material reacts to lighting. */ light_mode: int; /** * The number of columns in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D]. * * **Note:** This property is only used and visible in the editor if [member particles_animation] is `true`. * */ particles_anim_h_frames: int; /** * If `true`, the particles animation will loop. * * **Note:** This property is only used and visible in the editor if [member particles_animation] is `true`. * */ particles_anim_loop: boolean; /** * The number of rows in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D]. * * **Note:** This property is only used and visible in the editor if [member particles_animation] is `true`. * */ particles_anim_v_frames: int; /** * If `true`, enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play. * * This property (and other `particles_anim_*` properties that depend on it) has no effect on other types of nodes. * */ particles_animation: boolean; connect>(signal: T, method: SignalFunction): number; /** * Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value. * */ static BLEND_MODE_MIX: any; /** * Additive blending mode. * */ static BLEND_MODE_ADD: any; /** * Subtractive blending mode. * */ static BLEND_MODE_SUB: any; /** * Multiplicative blending mode. * */ static BLEND_MODE_MUL: any; /** * Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value. * */ static BLEND_MODE_PREMULT_ALPHA: any; /** * Render the material using both light and non-light sensitive material properties. * */ static LIGHT_MODE_NORMAL: any; /** * Render the material as if there were no light. * */ static LIGHT_MODE_UNSHADED: any; /** * Render the material as if there were only light. * */ static LIGHT_MODE_LIGHT_ONLY: any; }