Tweak the default SpatialMaterial properties
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
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3 changed files with 52 additions and 52 deletions
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@ -473,17 +473,17 @@ void main()
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{
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highp vec3 vertex = vertex_interp;
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vec3 albedo = vec3(0.8, 0.8, 0.8);
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vec3 albedo = vec3(1.0);
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vec3 transmission = vec3(0.0);
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float metallic = 0.0;
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float specular = 0.5;
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vec3 emission = vec3(0.0, 0.0, 0.0);
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vec3 emission = vec3(0.0);
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float roughness = 1.0;
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float rim = 0.0;
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float rim_tint = 0.0;
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float clearcoat = 0.0;
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float clearcoat_gloss = 0.0;
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float anisotropy = 1.0;
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float anisotropy = 0.0;
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vec2 anisotropy_flow = vec2(1.0, 0.0);
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float alpha = 1.0;
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@ -339,7 +339,7 @@ void main() {
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#endif
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#endif
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float roughness=0.0;
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float roughness = 1.0;
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//defines that make writing custom shaders easier
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#define projection_matrix local_projection
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@ -1608,17 +1608,17 @@ void main() {
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//lay out everything, whathever is unused is optimized away anyway
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highp vec3 vertex = vertex_interp;
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vec3 albedo = vec3(0.8,0.8,0.8);
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vec3 albedo = vec3(1.0);
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vec3 transmission = vec3(0.0);
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float metallic = 0.0;
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float specular = 0.5;
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vec3 emission = vec3(0.0,0.0,0.0);
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vec3 emission = vec3(0.0);
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float roughness = 1.0;
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float rim = 0.0;
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float rim_tint = 0.0;
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float clearcoat = 0.0;
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float clearcoat_gloss = 0.0;
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float anisotropy = 1.0;
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float anisotropy = 0.0;
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vec2 anisotropy_flow = vec2(1.0, 0.0);
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#if defined(ENABLE_AO)
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@ -2106,10 +2106,10 @@ void SpatialMaterial::_bind_methods() {
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SpatialMaterial::SpatialMaterial() :
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element(this) {
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//initialize to right values
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// Initialize to the same values as the shader
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set_albedo(Color(1.0, 1.0, 1.0, 1.0));
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set_specular(0.5);
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set_roughness(0.0);
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set_roughness(1.0);
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set_metallic(0.0);
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set_emission(Color(0, 0, 0));
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set_emission_energy(1.0);
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