Merge pull request #20787 from Calinou/tweak-default-material-properties
Tweak the default SpatialMaterial properties
This commit is contained in:
commit
913a7dbd8f
3 changed files with 52 additions and 52 deletions
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@ -181,7 +181,7 @@ void main() {
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#else
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// look up transform from the "pose texture"
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{
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for (int i = 0; i < 4; i++) {
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ivec2 tex_ofs = ivec2(int(bone_ids[i]) * 3, 0);
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@ -252,7 +252,7 @@ VERTEX_SHADER_CODE
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float z_ofs = light_bias;
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z_ofs += (1.0 - abs(normal_interp.z)) * light_normal_bias;
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vertex_interp.z -= z_ofs;
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#endif
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@ -460,7 +460,7 @@ float sample_shadow(highp sampler2D shadow,
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vec4 clamp_rect)
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{
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// vec4 depth_value = texture2D(shadow, pos);
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// return depth_value.z;
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return texture2DProj(shadow, vec4(pos, depth, 1.0)).r;
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// return (depth_value.x + depth_value.y + depth_value.z + depth_value.w) / 4.0;
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@ -469,22 +469,22 @@ float sample_shadow(highp sampler2D shadow,
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#endif
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void main()
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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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vec2 anisotropy_flow = vec2(1.0,0.0);
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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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float side = 1.0;
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@ -536,7 +536,7 @@ FRAGMENT_SHADER_CODE
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normal = normalize(normal);
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vec3 N = normal;
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vec3 specular_light = vec3(0.0, 0.0, 0.0);
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vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
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@ -551,7 +551,7 @@ FRAGMENT_SHADER_CODE
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discard;
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}
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#endif
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//
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// Lighting
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//
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@ -621,11 +621,11 @@ FRAGMENT_SHADER_CODE
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vec3 light_vec = -light_direction;
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vec3 attenuation = vec3(1.0, 1.0, 1.0);
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float depth_z = -vertex.z;
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if (light_has_shadow > 0.5) {
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#ifdef LIGHT_USE_PSSM4
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if (depth_z < light_split_offsets.w) {
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#elif defined(LIGHT_USE_PSSM2)
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@ -633,36 +633,36 @@ FRAGMENT_SHADER_CODE
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#else
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if (depth_z < light_split_offsets.x) {
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#endif
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vec3 pssm_coord;
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float pssm_fade = 0.0;
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#ifdef LIGHT_USE_PSSM_BLEND
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float pssm_blend;
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vec3 pssm_coord2;
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bool use_blend = true;
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#endif
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#ifdef LIGHT_USE_PSSM4
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if (depth_z < light_split_offsets.y) {
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if (depth_z < light_split_offsets.x) {
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highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
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pssm_coord = splane.xyz / splane.w;
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#ifdef LIGHT_USE_PSSM_BLEND
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splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
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pssm_coord2 = splane.xyz / splane.w;
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pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
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#endif
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} else {
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highp vec4 splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
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pssm_coord = splane.xyz / splane.w;
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#ifdef LIGHT_USE_PSSM_BLEND
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splane = (light_shadow_matrix3 * vec4(vertex, 1.0));
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pssm_coord2 = splane.xyz / splane.w;
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pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
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#endif
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}
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@ -689,15 +689,15 @@ FRAGMENT_SHADER_CODE
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#endif
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}
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}
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#endif // LIGHT_USE_PSSM4
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#ifdef LIGHT_USE_PSSM2
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if (depth_z < light_split_offsets.x) {
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highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
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pssm_coord = splane.xyz / splane.w;
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#ifdef LIGHT_USE_PSSM_BLEND
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splane = (light_shadow_matrix2 * vec4(vertex, 1.0));
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pssm_coord2 = splane.xyz / splane.w;
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@ -711,29 +711,29 @@ FRAGMENT_SHADER_CODE
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use_blend = false;
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#endif
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}
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#endif // LIGHT_USE_PSSM2
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#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
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{
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highp vec4 splane = (light_shadow_matrix1 * vec4(vertex, 1.0));
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pssm_coord = splane.xyz / splane.w;
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}
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#endif
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float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord.xy, pssm_coord.z, light_clamp);
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#ifdef LIGHT_USE_PSSM_BLEND
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if (use_blend) {
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shadow = mix(shadow, sample_shadow(light_shadow_atlas, vec2(0.0), pssm_coord2.xy, pssm_coord2.z, light_clamp), pssm_blend);
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}
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#endif
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attenuation *= shadow;
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}
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}
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light_compute(normal,
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@ -758,19 +758,19 @@ FRAGMENT_SHADER_CODE
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} else if (light_type == LIGHT_TYPE_SPOT) {
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vec3 light_att = vec3(1.0);
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if (light_has_shadow > 0.5) {
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highp vec4 splane = (light_shadow_matrix * vec4(vertex, 1.0));
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splane.xyz /= splane.w;
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float shadow = sample_shadow(light_shadow_atlas, vec2(0.0), splane.xy, splane.z, light_clamp);
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if (shadow > splane.z) {
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} else {
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light_att = vec3(0.0);
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}
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}
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vec3 light_rel_vec = light_position - vertex;
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@ -788,7 +788,7 @@ FRAGMENT_SHADER_CODE
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spot_attenuation *= 1.0 - pow(spot_rim, light_spot_attenuation);
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light_att *= vec3(spot_attenuation);
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light_compute(normal,
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normalize(light_rel_vec),
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eye_position,
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@ -837,9 +837,9 @@ FRAGMENT_SHADER_CODE
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}
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ambient_light *= ambient_energy;
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specular_light += env_reflection_light;
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ambient_light *= albedo;
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#if defined(ENABLE_AO)
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@ -848,12 +848,12 @@ FRAGMENT_SHADER_CODE
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specular_light *= ao_light_affect;
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diffuse_light *= ao_light_affect;
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#endif
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diffuse_light *= 1.0 - metallic;
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ambient_light *= 1.0 - metallic;
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// environment BRDF approximation
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// TODO shadeless
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{
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const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
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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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@ -1608,18 +1608,18 @@ 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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vec2 anisotropy_flow = vec2(1.0,0.0);
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float clearcoat = 0.0;
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float clearcoat_gloss = 0.0;
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float anisotropy = 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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float ao=1.0;
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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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