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
|
@ -473,17 +473,17 @@ void main()
|
||||||
{
|
{
|
||||||
|
|
||||||
highp vec3 vertex = vertex_interp;
|
highp vec3 vertex = vertex_interp;
|
||||||
vec3 albedo = vec3(0.8, 0.8, 0.8);
|
vec3 albedo = vec3(1.0);
|
||||||
vec3 transmission = vec3(0.0);
|
vec3 transmission = vec3(0.0);
|
||||||
float metallic = 0.0;
|
float metallic = 0.0;
|
||||||
float specular = 0.5;
|
float specular = 0.5;
|
||||||
vec3 emission = vec3(0.0, 0.0, 0.0);
|
vec3 emission = vec3(0.0);
|
||||||
float roughness = 1.0;
|
float roughness = 1.0;
|
||||||
float rim = 0.0;
|
float rim = 0.0;
|
||||||
float rim_tint = 0.0;
|
float rim_tint = 0.0;
|
||||||
float clearcoat = 0.0;
|
float clearcoat = 0.0;
|
||||||
float clearcoat_gloss = 0.0;
|
float clearcoat_gloss = 0.0;
|
||||||
float anisotropy = 1.0;
|
float anisotropy = 0.0;
|
||||||
vec2 anisotropy_flow = vec2(1.0, 0.0);
|
vec2 anisotropy_flow = vec2(1.0, 0.0);
|
||||||
|
|
||||||
float alpha = 1.0;
|
float alpha = 1.0;
|
||||||
|
|
|
@ -339,7 +339,7 @@ void main() {
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float roughness=0.0;
|
float roughness = 1.0;
|
||||||
|
|
||||||
//defines that make writing custom shaders easier
|
//defines that make writing custom shaders easier
|
||||||
#define projection_matrix local_projection
|
#define projection_matrix local_projection
|
||||||
|
@ -1608,17 +1608,17 @@ void main() {
|
||||||
|
|
||||||
//lay out everything, whathever is unused is optimized away anyway
|
//lay out everything, whathever is unused is optimized away anyway
|
||||||
highp vec3 vertex = vertex_interp;
|
highp vec3 vertex = vertex_interp;
|
||||||
vec3 albedo = vec3(0.8,0.8,0.8);
|
vec3 albedo = vec3(1.0);
|
||||||
vec3 transmission = vec3(0.0);
|
vec3 transmission = vec3(0.0);
|
||||||
float metallic = 0.0;
|
float metallic = 0.0;
|
||||||
float specular = 0.5;
|
float specular = 0.5;
|
||||||
vec3 emission = vec3(0.0,0.0,0.0);
|
vec3 emission = vec3(0.0);
|
||||||
float roughness = 1.0;
|
float roughness = 1.0;
|
||||||
float rim = 0.0;
|
float rim = 0.0;
|
||||||
float rim_tint = 0.0;
|
float rim_tint = 0.0;
|
||||||
float clearcoat = 0.0;
|
float clearcoat = 0.0;
|
||||||
float clearcoat_gloss = 0.0;
|
float clearcoat_gloss = 0.0;
|
||||||
float anisotropy = 1.0;
|
float anisotropy = 0.0;
|
||||||
vec2 anisotropy_flow = vec2(1.0, 0.0);
|
vec2 anisotropy_flow = vec2(1.0, 0.0);
|
||||||
|
|
||||||
#if defined(ENABLE_AO)
|
#if defined(ENABLE_AO)
|
||||||
|
|
|
@ -2106,10 +2106,10 @@ void SpatialMaterial::_bind_methods() {
|
||||||
SpatialMaterial::SpatialMaterial() :
|
SpatialMaterial::SpatialMaterial() :
|
||||||
element(this) {
|
element(this) {
|
||||||
|
|
||||||
//initialize to right values
|
// Initialize to the same values as the shader
|
||||||
set_albedo(Color(1.0, 1.0, 1.0, 1.0));
|
set_albedo(Color(1.0, 1.0, 1.0, 1.0));
|
||||||
set_specular(0.5);
|
set_specular(0.5);
|
||||||
set_roughness(0.0);
|
set_roughness(1.0);
|
||||||
set_metallic(0.0);
|
set_metallic(0.0);
|
||||||
set_emission(Color(0, 0, 0));
|
set_emission(Color(0, 0, 0));
|
||||||
set_emission_energy(1.0);
|
set_emission_energy(1.0);
|
||||||
|
|
Loading…
Reference in a new issue