/**************************************************************************/ /* material.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "material.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/error/error_macros.h" #include "core/version.h" #include "scene/main/scene_tree.h" void Material::set_next_pass(const Ref &p_pass) { for (Ref pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) { ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop."); } if (next_pass == p_pass) { return; } next_pass = p_pass; RID next_pass_rid; if (next_pass.is_valid()) { next_pass_rid = next_pass->get_rid(); } RS::get_singleton()->material_set_next_pass(material, next_pass_rid); } Ref Material::get_next_pass() const { return next_pass; } void Material::set_render_priority(int p_priority) { ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN); ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX); render_priority = p_priority; RS::get_singleton()->material_set_render_priority(material, p_priority); } int Material::get_render_priority() const { return render_priority; } RID Material::get_rid() const { return material; } void Material::_validate_property(PropertyInfo &p_property) const { if (!_can_do_next_pass() && p_property.name == "next_pass") { p_property.usage = PROPERTY_USAGE_NONE; } if (!_can_use_render_priority() && p_property.name == "render_priority") { p_property.usage = PROPERTY_USAGE_NONE; } } void Material::_mark_ready() { init_state = INIT_STATE_READY; } void Material::_mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader) { // If this is happening as part of resource loading, it is not safe to queue the update // as an addition to the dirty list. It would be if the load is happening on the main thread, // but even so we'd rather perform the update directly instead of using the dirty list. if (ResourceLoader::is_within_load()) { DEV_ASSERT(init_state != INIT_STATE_READY); if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice. init_state = INIT_STATE_INITIALIZING; callable_mp(this, &Material::_mark_ready).call_deferred(); p_update_shader.call_deferred(); } } else { // Straightforward conditions. init_state = INIT_STATE_READY; p_add_to_dirty_list.call(); } } void Material::inspect_native_shader_code() { SceneTree *st = Object::cast_to(OS::get_singleton()->get_main_loop()); RID shader = get_shader_rid(); if (st && shader.is_valid()) { st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader); } } RID Material::get_shader_rid() const { RID ret; GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret); return ret; } Shader::Mode Material::get_shader_mode() const { Shader::Mode ret = Shader::MODE_MAX; GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret); return ret; } bool Material::_can_do_next_pass() const { bool ret = false; GDVIRTUAL_CALL(_can_do_next_pass, ret); return ret; } bool Material::_can_use_render_priority() const { bool ret = false; GDVIRTUAL_CALL(_can_use_render_priority, ret); return ret; } Ref Material::create_placeholder() const { Ref placeholder; placeholder.instantiate(); return placeholder; } void Material::_bind_methods() { ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass); ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass); ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority); ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority); ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code); ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("create_placeholder"), &Material::create_placeholder); ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass"); BIND_CONSTANT(RENDER_PRIORITY_MAX); BIND_CONSTANT(RENDER_PRIORITY_MIN); GDVIRTUAL_BIND(_get_shader_rid) GDVIRTUAL_BIND(_get_shader_mode) GDVIRTUAL_BIND(_can_do_next_pass) GDVIRTUAL_BIND(_can_use_render_priority) } Material::Material() { material = RenderingServer::get_singleton()->material_create(); render_priority = 0; } Material::~Material() { ERR_FAIL_NULL(RenderingServer::get_singleton()); RenderingServer::get_singleton()->free(material); } /////////////////////////////////// bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { if (shader.is_valid()) { const StringName *sn = remap_cache.getptr(p_name); if (sn) { set_shader_parameter(*sn, p_value); return true; } String s = p_name; if (s.begins_with("shader_parameter/")) { String param = s.replace_first("shader_parameter/", ""); remap_cache[s] = param; set_shader_parameter(param, p_value); return true; } #ifndef DISABLE_DEPRECATED // Compatibility remaps are only needed here. if (s.begins_with("param/")) { s = s.replace_first("param/", "shader_parameter/"); } else if (s.begins_with("shader_param/")) { s = s.replace_first("shader_param/", "shader_parameter/"); } else if (s.begins_with("shader_uniform/")) { s = s.replace_first("shader_uniform/", "shader_parameter/"); } else { return false; // Not a shader parameter. } WARN_PRINT("This material (containing shader with path: '" + shader->get_path() + "') uses an old deprecated parameter names. Consider re-saving this resource (or scene which contains it) in order for it to continue working in future versions."); String param = s.replace_first("shader_parameter/", ""); remap_cache[s] = param; set_shader_parameter(param, p_value); return true; #endif } return false; } bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { if (shader.is_valid()) { const StringName *sn = remap_cache.getptr(p_name); if (sn) { // Only return a parameter if it was previously set. r_ret = get_shader_parameter(*sn); return true; } } return false; } void ShaderMaterial::_get_property_list(List *p_list) const { if (!shader.is_null()) { List list; shader->get_shader_uniform_list(&list, true); HashMap>> groups; LocalVector>> vgroups; { HashMap> none_subgroup; none_subgroup.insert("", List()); groups.insert("", none_subgroup); } String last_group = ""; String last_subgroup = ""; bool is_none_group_undefined = true; bool is_none_group = true; for (List::Element *E = list.front(); E; E = E->next()) { if (E->get().usage == PROPERTY_USAGE_GROUP) { if (!E->get().name.is_empty()) { Vector vgroup = E->get().name.split("::"); last_group = vgroup[0]; if (vgroup.size() > 1) { last_subgroup = vgroup[1]; } else { last_subgroup = ""; } is_none_group = false; if (!groups.has(last_group)) { PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; info.name = last_group.capitalize(); info.hint_string = "shader_parameter/"; List none_subgroup; none_subgroup.push_back(info); HashMap> subgroup_map; subgroup_map.insert("", none_subgroup); groups.insert(last_group, subgroup_map); vgroups.push_back(Pair>(last_group, { "" })); } if (!groups[last_group].has(last_subgroup)) { PropertyInfo info; info.usage = PROPERTY_USAGE_SUBGROUP; info.name = last_subgroup.capitalize(); info.hint_string = "shader_parameter/"; List subgroup; subgroup.push_back(info); groups[last_group].insert(last_subgroup, subgroup); for (Pair> &group : vgroups) { if (group.first == last_group) { group.second.push_back(last_subgroup); break; } } } } else { last_group = ""; last_subgroup = ""; is_none_group = true; } continue; // Pass group. } if (is_none_group_undefined && is_none_group) { is_none_group_undefined = false; PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; info.name = "Shader Parameters"; info.hint_string = "shader_parameter/"; groups[""][""].push_back(info); vgroups.push_back(Pair>("", { "" })); } const bool is_uniform_cached = param_cache.has(E->get().name); bool is_uniform_type_compatible = true; if (is_uniform_cached) { // Check if the uniform Variant type changed, for example vec3 to vec4. const Variant &cached = param_cache.get(E->get().name); if (cached.is_array()) { // Allow some array conversions for backwards compatibility. is_uniform_type_compatible = Variant::can_convert(E->get().type, cached.get_type()); } else { is_uniform_type_compatible = E->get().type == cached.get_type(); } #ifndef DISABLE_DEPRECATED // PackedFloat32Array -> PackedVector4Array conversion. if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) { PackedVector4Array varray; PackedFloat32Array array = (PackedFloat32Array)cached; for (int i = 0; i + 3 < array.size(); i += 4) { varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3])); } param_cache.insert(E->get().name, varray); is_uniform_type_compatible = true; } #endif if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) { // Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D. // Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D. Object *cached_obj = cached; if (!cached_obj->is_class(E->get().hint_string)) { is_uniform_type_compatible = false; } } } PropertyInfo info = E->get(); info.name = "shader_parameter/" + info.name; if (!is_uniform_cached || !is_uniform_type_compatible) { // Property has never been edited or its type changed, retrieve with default value. Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name); param_cache.insert(E->get().name, default_value); remap_cache.insert(info.name, E->get().name); } groups[last_group][last_subgroup].push_back(info); } for (const Pair> &group_pair : vgroups) { String group = group_pair.first; for (const String &subgroup : group_pair.second) { List &prop_infos = groups[group][subgroup]; for (List::Element *item = prop_infos.front(); item; item = item->next()) { p_list->push_back(item->get()); } } } } } bool ShaderMaterial::_property_can_revert(const StringName &p_name) const { if (shader.is_valid()) { const StringName *pr = remap_cache.getptr(p_name); if (pr) { Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr); Variant current_value = get_shader_parameter(*pr); return default_value.get_type() != Variant::NIL && default_value != current_value; } } return false; } bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const { if (shader.is_valid()) { const StringName *pr = remap_cache.getptr(p_name); if (pr) { r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr); return true; } } return false; } void ShaderMaterial::set_shader(const Ref &p_shader) { // Only connect/disconnect the signal when running in the editor. // This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`) // does nothing in non-editor builds anyway. See GH-34741 for details. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) { shader->disconnect_changed(callable_mp(this, &ShaderMaterial::_shader_changed)); } shader = p_shader; RID rid; if (shader.is_valid()) { rid = shader->get_rid(); if (Engine::get_singleton()->is_editor_hint()) { shader->connect_changed(callable_mp(this, &ShaderMaterial::_shader_changed)); } } RS::get_singleton()->material_set_shader(_get_material(), rid); notify_property_list_changed(); //properties for shader exposed emit_changed(); } Ref ShaderMaterial::get_shader() const { return shader; } void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) { if (p_value.get_type() == Variant::NIL) { param_cache.erase(p_param); RS::get_singleton()->material_set_param(_get_material(), p_param, Variant()); } else { Variant *v = param_cache.getptr(p_param); if (!v) { // Never assigned, also update the remap cache. remap_cache["shader_parameter/" + p_param.operator String()] = p_param; param_cache.insert(p_param, p_value); } else { *v = p_value; } if (p_value.get_type() == Variant::OBJECT) { RID tex_rid = p_value; if (tex_rid == RID()) { param_cache.erase(p_param); RS::get_singleton()->material_set_param(_get_material(), p_param, Variant()); } else { RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid); } } else { RS::get_singleton()->material_set_param(_get_material(), p_param, p_value); } } } Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const { if (param_cache.has(p_param)) { return param_cache[p_param]; } else { return Variant(); } } void ShaderMaterial::_shader_changed() { notify_property_list_changed(); //update all properties } void ShaderMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader); ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader); ClassDB::bind_method(D_METHOD("set_shader_parameter", "param", "value"), &ShaderMaterial::set_shader_parameter); ClassDB::bind_method(D_METHOD("get_shader_parameter", "param"), &ShaderMaterial::get_shader_parameter); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader"); } #ifdef TOOLS_ENABLED void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { const String pf = p_function; if (p_idx == 0 && (pf == "get_shader_parameter" || pf == "set_shader_parameter")) { if (shader.is_valid()) { List pl; shader->get_shader_uniform_list(&pl); for (const PropertyInfo &E : pl) { r_options->push_back(E.name.replace_first("shader_parameter/", "").quote()); } } } Material::get_argument_options(p_function, p_idx, r_options); } #endif bool ShaderMaterial::_can_do_next_pass() const { return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; } bool ShaderMaterial::_can_use_render_priority() const { return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; } Shader::Mode ShaderMaterial::get_shader_mode() const { if (shader.is_valid()) { return shader->get_mode(); } else { return Shader::MODE_SPATIAL; } } RID ShaderMaterial::get_shader_rid() const { if (shader.is_valid()) { return shader->get_rid(); } else { return RID(); } } ShaderMaterial::ShaderMaterial() { } ShaderMaterial::~ShaderMaterial() { } ///////////////////////////////// Mutex BaseMaterial3D::material_mutex; SelfList::List BaseMaterial3D::dirty_materials; HashMap BaseMaterial3D::shader_map; BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr; void BaseMaterial3D::init_shaders() { shader_names = memnew(ShaderNames); shader_names->albedo = "albedo"; shader_names->specular = "specular"; shader_names->roughness = "roughness"; shader_names->metallic = "metallic"; shader_names->emission = "emission"; shader_names->emission_energy = "emission_energy"; shader_names->normal_scale = "normal_scale"; shader_names->rim = "rim"; shader_names->rim_tint = "rim_tint"; shader_names->clearcoat = "clearcoat"; shader_names->clearcoat_roughness = "clearcoat_roughness"; shader_names->anisotropy = "anisotropy_ratio"; shader_names->heightmap_scale = "heightmap_scale"; shader_names->subsurface_scattering_strength = "subsurface_scattering_strength"; shader_names->backlight = "backlight"; shader_names->refraction = "refraction"; shader_names->point_size = "point_size"; shader_names->uv1_scale = "uv1_scale"; shader_names->uv1_offset = "uv1_offset"; shader_names->uv2_scale = "uv2_scale"; shader_names->uv2_offset = "uv2_offset"; shader_names->uv1_blend_sharpness = "uv1_blend_sharpness"; shader_names->uv2_blend_sharpness = "uv2_blend_sharpness"; shader_names->particles_anim_h_frames = "particles_anim_h_frames"; shader_names->particles_anim_v_frames = "particles_anim_v_frames"; shader_names->particles_anim_loop = "particles_anim_loop"; shader_names->heightmap_min_layers = "heightmap_min_layers"; shader_names->heightmap_max_layers = "heightmap_max_layers"; shader_names->heightmap_flip = "heightmap_flip"; shader_names->grow = "grow"; shader_names->ao_light_affect = "ao_light_affect"; shader_names->proximity_fade_distance = "proximity_fade_distance"; shader_names->distance_fade_min = "distance_fade_min"; shader_names->distance_fade_max = "distance_fade_max"; shader_names->msdf_pixel_range = "msdf_pixel_range"; shader_names->msdf_outline_size = "msdf_outline_size"; shader_names->metallic_texture_channel = "metallic_texture_channel"; shader_names->ao_texture_channel = "ao_texture_channel"; shader_names->clearcoat_texture_channel = "clearcoat_texture_channel"; shader_names->rim_texture_channel = "rim_texture_channel"; shader_names->heightmap_texture_channel = "heightmap_texture_channel"; shader_names->refraction_texture_channel = "refraction_texture_channel"; shader_names->transmittance_color = "transmittance_color"; shader_names->transmittance_depth = "transmittance_depth"; shader_names->transmittance_boost = "transmittance_boost"; shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo"; shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic"; shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness"; shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission"; shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal"; shader_names->texture_names[TEXTURE_RIM] = "texture_rim"; shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat"; shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap"; shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion"; shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap"; shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering"; shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance"; shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo"; shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal"; shader_names->texture_names[TEXTURE_ORM] = "texture_orm"; shader_names->alpha_scissor_threshold = "alpha_scissor_threshold"; shader_names->alpha_hash_scale = "alpha_hash_scale"; shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge"; shader_names->albedo_texture_size = "albedo_texture_size"; } HashMap> BaseMaterial3D::materials_for_2d; void BaseMaterial3D::finish_shaders() { materials_for_2d.clear(); dirty_materials.clear(); memdelete(shader_names); shader_names = nullptr; } void BaseMaterial3D::_update_shader() { MaterialKey mk = _compute_key(); if (mk == current_key) { return; //no update required in the end } if (shader_map.has(current_key)) { shader_map[current_key].users--; if (shader_map[current_key].users == 0) { //deallocate shader, as it's no longer in use RS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } } current_key = mk; if (shader_map.has(mk)) { RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); shader_map[mk].users++; return; } String texfilter_str; // Force linear filtering for the heightmap texture, as the heightmap effect // looks broken with nearest-neighbor filtering (with and without Deep Parallax). String texfilter_height_str; switch (texture_filter) { case TEXTURE_FILTER_NEAREST: texfilter_str = "filter_nearest"; texfilter_height_str = "filter_linear"; break; case TEXTURE_FILTER_LINEAR: texfilter_str = "filter_linear"; texfilter_height_str = "filter_linear"; break; case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: texfilter_str = "filter_nearest_mipmap"; texfilter_height_str = "filter_linear_mipmap"; break; case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: texfilter_str = "filter_linear_mipmap"; texfilter_height_str = "filter_linear_mipmap"; break; case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_nearest_mipmap_anisotropic"; texfilter_height_str = "filter_linear_mipmap_anisotropic"; break; case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_linear_mipmap_anisotropic"; texfilter_height_str = "filter_linear_mipmap_anisotropic"; break; case TEXTURE_FILTER_MAX: break; // Internal value, skip. } if (flags[FLAG_USE_TEXTURE_REPEAT]) { texfilter_str += ", repeat_enable"; texfilter_height_str += ", repeat_enable"; } else { texfilter_str += ", repeat_disable"; texfilter_height_str += ", repeat_disable"; } // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). String code = vformat( "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n", orm ? "ORMMaterial3D" : "StandardMaterial3D"); // Define shader type and render mode based on property values. code += "shader_type spatial;\nrender_mode "; switch (blend_mode) { case BLEND_MODE_MIX: code += "blend_mix"; break; case BLEND_MODE_ADD: code += "blend_add"; break; case BLEND_MODE_SUB: code += "blend_sub"; break; case BLEND_MODE_MUL: code += "blend_mul"; break; case BLEND_MODE_PREMULT_ALPHA: code += "blend_premul_alpha"; break; case BLEND_MODE_MAX: break; // Internal value, skip. } DepthDrawMode ddm = depth_draw_mode; if (features[FEATURE_REFRACTION]) { ddm = DEPTH_DRAW_ALWAYS; } switch (ddm) { case DEPTH_DRAW_OPAQUE_ONLY: code += ", depth_draw_opaque"; break; case DEPTH_DRAW_ALWAYS: code += ", depth_draw_always"; break; case DEPTH_DRAW_DISABLED: code += ", depth_draw_never"; break; case DEPTH_DRAW_MAX: break; // Internal value, skip. } switch (cull_mode) { case CULL_BACK: code += ", cull_back"; break; case CULL_FRONT: code += ", cull_front"; break; case CULL_DISABLED: code += ", cull_disabled"; break; case CULL_MAX: break; // Internal value, skip. } switch (diffuse_mode) { case DIFFUSE_BURLEY: code += ", diffuse_burley"; break; case DIFFUSE_LAMBERT: code += ", diffuse_lambert"; break; case DIFFUSE_LAMBERT_WRAP: code += ", diffuse_lambert_wrap"; break; case DIFFUSE_TOON: code += ", diffuse_toon"; break; case DIFFUSE_MAX: break; // Internal value, skip. } switch (specular_mode) { case SPECULAR_SCHLICK_GGX: code += ", specular_schlick_ggx"; break; case SPECULAR_TOON: code += ", specular_toon"; break; case SPECULAR_DISABLED: code += ", specular_disabled"; break; case SPECULAR_MAX: break; // Internal value, skip. } if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) { code += ", sss_mode_skin"; } if (shading_mode == SHADING_MODE_UNSHADED) { code += ", unshaded"; } if (flags[FLAG_DISABLE_DEPTH_TEST]) { code += ", depth_test_disabled"; } if (flags[FLAG_PARTICLE_TRAILS_MODE]) { code += ", particle_trails"; } if (shading_mode == SHADING_MODE_PER_VERTEX) { code += ", vertex_lighting"; } if (flags[FLAG_DONT_RECEIVE_SHADOWS]) { code += ", shadows_disabled"; } if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) { code += ", ambient_light_disabled"; } if (flags[FLAG_USE_SHADOW_TO_OPACITY]) { code += ", shadow_to_opacity"; } if (flags[FLAG_DISABLE_FOG]) { code += ", fog_disabled"; } if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) { code += ", depth_prepass_alpha"; } // Although it's technically possible to do alpha antialiasing without using alpha hash or alpha scissor, // it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can // saturate the MSAA mask. if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) { // Alpha antialiasing is only useful with ALPHA_HASH or ALPHA_SCISSOR. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { code += ", alpha_to_coverage"; } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { code += ", alpha_to_coverage_and_one"; } } code += ";\n"; // Generate list of uniforms. code += vformat(R"( uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, %s; )", texfilter_str); if (grow_enabled) { code += "uniform float grow : hint_range(-16.0, 16.0, 0.001);\n"; } if (proximity_fade_enabled) { code += "uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01);\n"; } if (distance_fade != DISTANCE_FADE_DISABLED) { code += R"( uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01); uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01); )"; } if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && flags[FLAG_UV1_USE_TRIPLANAR]) { String msg = "MSDF is not supported on triplanar materials. Ignoring MSDF in favor of triplanar mapping."; if (textures[TEXTURE_ALBEDO].is_valid()) { WARN_PRINT(vformat("%s (albedo %s): " + msg, get_path(), textures[TEXTURE_ALBEDO]->get_path())); } else if (!get_path().is_empty()) { WARN_PRINT(vformat("%s: " + msg, get_path())); } else { WARN_PRINT(msg); } } if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0); uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0); )"; } // Alpha scissor is only valid if there is no antialiasing edge. // Alpha hash is valid whenever, but not with alpha scissor. if (transparency == TRANSPARENCY_ALPHA_SCISSOR) { code += "uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);\n"; } else if (transparency == TRANSPARENCY_ALPHA_HASH) { code += "uniform float alpha_hash_scale : hint_range(0.0, 2.0, 0.01);\n"; } // If alpha antialiasing isn't off, add in the edge variable. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) { code += R"( uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01); uniform ivec2 albedo_texture_size; )"; } code += "uniform float point_size : hint_range(0.1, 128.0, 0.1);\n"; if (!orm) { code += vformat(R"( uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, %s; uniform vec4 metallic_texture_channel; )", texfilter_str); switch (roughness_texture_channel) { case TEXTURE_CHANNEL_RED: { code += vformat("uniform sampler2D texture_roughness : hint_roughness_r, %s;\n", texfilter_str); } break; case TEXTURE_CHANNEL_GREEN: { code += vformat("uniform sampler2D texture_roughness : hint_roughness_g, %s;\n", texfilter_str); } break; case TEXTURE_CHANNEL_BLUE: { code += vformat("uniform sampler2D texture_roughness : hint_roughness_b, %s;\n", texfilter_str); } break; case TEXTURE_CHANNEL_ALPHA: { code += vformat("uniform sampler2D texture_roughness : hint_roughness_a, %s;\n", texfilter_str); } break; case TEXTURE_CHANNEL_GRAYSCALE: { code += vformat("uniform sampler2D texture_roughness : hint_roughness_gray, %s;\n", texfilter_str); } break; case TEXTURE_CHANNEL_MAX: break; // Internal value, skip. } code += R"( uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); )"; } else { code += "uniform sampler2D texture_orm : hint_roughness_g, " + texfilter_str + ";\n"; } if (billboard_mode == BILLBOARD_PARTICLES) { code += R"( uniform int particles_anim_h_frames : hint_range(1, 128); uniform int particles_anim_v_frames : hint_range(1, 128); uniform bool particles_anim_loop; )"; } if (features[FEATURE_EMISSION]) { code += vformat(R"( uniform sampler2D texture_emission : source_color, hint_default_black, %s; uniform vec4 emission : source_color; uniform float emission_energy : hint_range(0.0, 100.0, 0.01); )", texfilter_str); } if (features[FEATURE_REFRACTION]) { code += vformat(R"( uniform sampler2D texture_refraction : %s; uniform float refraction : hint_range(-1.0, 1.0, 0.001); uniform vec4 refraction_texture_channel; )", texfilter_str); } if (features[FEATURE_REFRACTION]) { code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;\n"; } if (proximity_fade_enabled) { code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;\n"; } if (features[FEATURE_NORMAL_MAPPING]) { code += vformat(R"( uniform sampler2D texture_normal : hint_roughness_normal, %s; uniform float normal_scale : hint_range(-16.0, 16.0); )", texfilter_str); } if (features[FEATURE_RIM]) { code += vformat(R"( uniform float rim : hint_range(0.0, 1.0, 0.01); uniform float rim_tint : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_rim : hint_default_white, %s; )", texfilter_str); } if (features[FEATURE_CLEARCOAT]) { code += vformat(R"( uniform float clearcoat : hint_range(0.0, 1.0, 0.01); uniform float clearcoat_roughness : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_clearcoat : hint_default_white, %s; )", texfilter_str); } if (features[FEATURE_ANISOTROPY]) { code += vformat(R"( uniform float anisotropy_ratio : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_flowmap : hint_anisotropy, %s; )", texfilter_str); } if (features[FEATURE_AMBIENT_OCCLUSION]) { code += vformat(R"( uniform sampler2D texture_ambient_occlusion : hint_default_white, %s; uniform vec4 ao_texture_channel; uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01); )", texfilter_str); } if (features[FEATURE_DETAIL]) { code += vformat(R"( uniform sampler2D texture_detail_albedo : source_color, %s; uniform sampler2D texture_detail_normal : hint_normal, %s; uniform sampler2D texture_detail_mask : hint_default_white, %s; )", texfilter_str, texfilter_str, texfilter_str); } if (features[FEATURE_SUBSURFACE_SCATTERING]) { code += vformat(R"( uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_subsurface_scattering : hint_default_white, %s; )", texfilter_str); } if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { code += vformat(R"( uniform vec4 transmittance_color : source_color; uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001); uniform sampler2D texture_subsurface_transmittance : hint_default_white, %s; uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01); )", texfilter_str); } if (features[FEATURE_BACKLIGHT]) { code += vformat(R"( uniform vec4 backlight : source_color; uniform sampler2D texture_backlight : hint_default_black, %s; )", texfilter_str); } if (features[FEATURE_HEIGHT_MAPPING]) { code += vformat(R"( uniform sampler2D texture_heightmap : hint_default_black, %s; uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001); uniform int heightmap_min_layers : hint_range(1, 64); uniform int heightmap_max_layers : hint_range(1, 64); uniform vec2 heightmap_flip; )", texfilter_height_str); } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "varying vec3 uv1_triplanar_pos;\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "varying vec3 uv2_triplanar_pos;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001); varying vec3 uv1_power_normal; )"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += R"(uniform float uv2_blend_sharpness : hint_range(0.0, 150.0, 0.001); varying vec3 uv2_power_normal; )"; } code += R"( uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; )"; // Generate vertex shader. code += R"( void vertex() {)"; if (flags[FLAG_SRGB_VERTEX_COLOR]) { code += R"( // Vertex Color is sRGB: Enabled if (!OUTPUT_IS_SRGB) { COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); } )"; } if (flags[FLAG_USE_POINT_SIZE]) { code += R"( // Use Point Size: Enabled POINT_SIZE = point_size; )"; } if (shading_mode == SHADING_MODE_PER_VERTEX) { code += R"( // Shading Mode: Per Vertex ROUGHNESS = roughness; )"; } if (!flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( UV = UV * uv1_scale.xy + uv1_offset.xy; )"; } if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) { // Don't add a newline if the UV assignment above is already performed, // so that UV1 and UV2 are closer to each other. if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\n"; } code += R"( // Detail UV Layer: UV2 UV2 = UV2 * uv2_scale.xy + uv2_offset.xy; )"; } switch (billboard_mode) { case BILLBOARD_DISABLED: { } break; case BILLBOARD_ENABLED: { // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes. // This ensures the billboard faces the camera when casting shadows. code += R"( // Billboard Mode: Enabled MODELVIEW_MATRIX = VIEW_MATRIX * mat4( MAIN_CAM_INV_VIEW_MATRIX[0], MAIN_CAM_INV_VIEW_MATRIX[1], MAIN_CAM_INV_VIEW_MATRIX[2], MODEL_MATRIX[3]); )"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += R"( // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); )"; } code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"; } break; case BILLBOARD_FIXED_Y: { // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes. // This ensures the billboard faces the camera when casting shadows. code += R"( // Billboard Mode: Y-Billboard MODELVIEW_MATRIX = VIEW_MATRIX * mat4( vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]); )"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += R"( // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); )"; } code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"; } break; case BILLBOARD_PARTICLES: { // Make billboard and rotated by rotation. code += R"( // Billboard Mode: Particles mat4 mat_world = mat4( normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]), normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]); mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); )"; // Set modelview. code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += R"( // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); )"; } // Set modelview normal and handle animation. code += R"( MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX); float h_frames = float(particles_anim_h_frames); float v_frames = float(particles_anim_v_frames); float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames); float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames)); if (!particles_anim_loop) { particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0); } else { particle_frame = mod(particle_frame, particle_total_frames); } UV /= vec2(h_frames, v_frames); UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames); )"; } break; case BILLBOARD_MAX: break; // Internal value, skip. } if (flags[FLAG_FIXED_SIZE]) { code += R"( // Fixed Size: Enabled if (PROJECTION_MATRIX[3][3] != 0.0) { // Orthogonal matrix; try to do about the same with viewport size. float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1])); // Consistent with vertical FOV (Keep Height). float sc = (h * 2.0); MODELVIEW_MATRIX[0] *= sc; MODELVIEW_MATRIX[1] *= sc; MODELVIEW_MATRIX[2] *= sc; } else { // Scale by depth. float sc = -(MODELVIEW_MATRIX)[3].z; MODELVIEW_MATRIX[0] *= sc; MODELVIEW_MATRIX[1] *= sc; MODELVIEW_MATRIX[2] *= sc; } )"; } if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { // Generate tangent and binormal in world space. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { code += R"( vec3 normal = MODEL_NORMAL_MATRIX * NORMAL; )"; } else { code += R"( vec3 normal = NORMAL; )"; } code += R"( TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x); TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y); TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z); )"; if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { code += " TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);\n"; } else { code += " TANGENT = normalize(TANGENT);\n"; } code += R"( BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x); BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y); BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z); )"; if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { code += " BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);\n"; } else { code += " BINORMAL = normalize(BINORMAL);\n"; } } if (flags[FLAG_UV1_USE_TRIPLANAR]) { if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { code += R"( // UV1 Triplanar: Enabled (with World Triplanar) uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness)); uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset; )"; } else { code += R"( // UV1 Triplanar: Enabled uv1_power_normal = pow(abs(NORMAL), vec3(uv1_blend_sharpness)); uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset; )"; } code += R"( uv1_power_normal /= dot(uv1_power_normal, vec3(1.0)); uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0); )"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) { code += R"( // UV2 Triplanar: Enabled (with World Triplanar) uv2_power_normal = pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness)); uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv2_scale + uv2_offset; )"; } else { code += R"( // UV2 Triplanar: Enabled uv2_power_normal = pow(abs(NORMAL), vec3(uv2_blend_sharpness)); uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset; )"; } code += R"( uv2_power_normal /= dot(uv2_power_normal, vec3(1.0)); uv2_triplanar_pos *= vec3(1.0, -1.0, 1.0); )"; } if (grow_enabled) { code += R"( // Grow: Enabled VERTEX += NORMAL * grow; )"; } code += "}\n"; if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( float msdf_median(float r, float g, float b, float a) { return min(max(min(r, g), min(max(r, g), b)), a); } )"; } if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { code += R"( vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) { vec4 samp = vec4(0.0); samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z; samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y; samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x; return samp; } )"; } // Generate fragment shader. code += R"( void fragment() {)"; if (!flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( vec2 base_uv = UV; )"; } if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) { // Don't add a newline if the UV assignment above is already performed, // so that UV1 and UV2 are closer to each other. if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "\n"; } code += R"( vec2 base_uv2 = UV2; )"; } if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) { // Display both resource name and albedo texture name. // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful. // On the other hand, albedo textures are almost always external to the scene. if (textures[TEXTURE_ALBEDO].is_valid()) { WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path())); } else if (!get_path().is_empty()) { WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path())); } else { // Resource wasn't saved yet. WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping."); } } // Heightmapping isn't supported at the same time as triplanar mapping. if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { // Binormal is negative due to mikktspace. Flipping it "unflips" it. code += R"( { // Height: Enabled vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL)); )"; if (deep_parallax) { // Multiply the heightmap scale by 0.01 to improve heightmap scale usability. code += R"( // Height Deep Parallax: Enabled float num_layers = mix(float(heightmap_max_layers), float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir))); float layer_depth = 1.0 / num_layers; float current_layer_depth = 0.0; vec2 p = view_dir.xy * heightmap_scale * 0.01; vec2 delta = p / num_layers; vec2 ofs = base_uv; )"; if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " float depth = texture(texture_heightmap, ofs).r;\n"; } else { code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; } code += R"( float current_depth = 0.0; while (current_depth < depth) { ofs -= delta; )"; if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " depth = texture(texture_heightmap, ofs).r;\n"; } else { code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; } code += R"( current_depth += layer_depth; } vec2 prev_ofs = ofs + delta; float after_depth = depth - current_depth; )"; if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n"; } else { code += " float before_depth = (1.0 - texture(texture_heightmap, prev_ofs).r) - current_depth + layer_depth;\n"; } code += R"( float weight = after_depth / (after_depth - before_depth); ofs = mix(ofs, prev_ofs, weight); )"; } else { if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " float depth = texture(texture_heightmap, base_uv).r;\n"; } else { code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n"; } // Use offset limiting to improve the appearance of non-deep parallax. // This reduces the impression of depth, but avoids visible warping in the distance. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability. code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n"; } code += " base_uv = ofs;\n"; if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) { code += " base_uv2 -= ofs;\n"; } code += " }\n"; } if (flags[FLAG_USE_POINT_SIZE]) { code += R"( // Use Point Size: Enabled vec4 albedo_tex = texture(texture_albedo, POINT_COORD); )"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos); )"; } else { code += R"( vec4 albedo_tex = texture(texture_albedo, base_uv); )"; } } if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( { // Albedo Texture MSDF: Enabled albedo_tex.rgb = mix( vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308))); vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0)); )"; if (flags[FLAG_USE_POINT_SIZE]) { code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n"; } else { code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n"; } code += R"( float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0); float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5; if (msdf_outline_size > 0.0) { float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range; albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0); } else { albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0); } albedo_tex.rgb = vec3(1.0); } )"; } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) { code += R"( // Albedo Texture Force sRGB: Enabled albedo_tex.rgb = mix( pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), albedo_tex.rgb.rgb * (1.0 / 12.92), lessThan(albedo_tex.rgb, vec3(0.04045))); )"; } if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) { code += R"( // Vertex Color Use as Albedo: Enabled albedo_tex *= COLOR; )"; } code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n"; if (!orm) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), metallic_texture_channel); )"; } else { code += R"( float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); )"; } code += R"( METALLIC = metallic_tex * metallic; SPECULAR = specular; )"; switch (roughness_texture_channel) { case TEXTURE_CHANNEL_RED: { code += R"( vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); )"; } break; case TEXTURE_CHANNEL_GREEN: { code += R"( vec4 roughness_texture_channel = vec4(0.0, 1.0, 0.0, 0.0); )"; } break; case TEXTURE_CHANNEL_BLUE: { code += R"( vec4 roughness_texture_channel = vec4(0.0, 0.0, 1.0, 0.0); )"; } break; case TEXTURE_CHANNEL_ALPHA: { code += R"( vec4 roughness_texture_channel = vec4(0.0, 0.0, 0.0, 1.0); )"; } break; case TEXTURE_CHANNEL_GRAYSCALE: { code += R"( vec4 roughness_texture_channel = vec4(0.333333, 0.333333, 0.333333, 0.0); )"; } break; case TEXTURE_CHANNEL_MAX: break; // Internal value, skip. } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " float roughness_tex = dot(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel);\n"; } else { code += " float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);\n"; } code += R"( ROUGHNESS = roughness_tex * roughness; )"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( vec4 orm_tex = triplanar_texture(texture_orm, uv1_power_normal, uv1_triplanar_pos); )"; } else { code += R"( vec4 orm_tex = texture(texture_orm, base_uv); )"; } code += R"( ROUGHNESS = orm_tex.g; METALLIC = orm_tex.b; )"; } if (features[FEATURE_NORMAL_MAPPING]) { code += R"( // Normal Map: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb;\n"; } else { code += " NORMAL_MAP = texture(texture_normal, base_uv).rgb;\n"; } code += " NORMAL_MAP_DEPTH = normal_scale;\n"; } if (features[FEATURE_EMISSION]) { code += R"( // Emission: Enabled )"; if (flags[FLAG_EMISSION_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += " vec3 emission_tex = triplanar_texture(texture_emission, uv2_power_normal, uv2_triplanar_pos).rgb;\n"; } else { code += " vec3 emission_tex = texture(texture_emission, base_uv2).rgb;\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec3 emission_tex = triplanar_texture(texture_emission, uv1_power_normal, uv1_triplanar_pos).rgb;\n"; } else { code += " vec3 emission_tex = texture(texture_emission, base_uv).rgb;\n"; } } if (emission_op == EMISSION_OP_ADD) { code += R"( // Emission Operator: Add EMISSION = (emission.rgb + emission_tex) * emission_energy; )"; } else { code += R"( // Emission Operator: Multiply EMISSION = (emission.rgb * emission_tex) * emission_energy; )"; } } if (features[FEATURE_REFRACTION]) { if (features[FEATURE_NORMAL_MAPPING]) { code += R"( // Refraction: Enabled (with normal map texture) vec3 unpacked_normal = NORMAL_MAP; unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0; unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy))); vec3 ref_normal = normalize(mix( NORMAL, TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z, NORMAL_MAP_DEPTH)); )"; } else { code += R"( // Refraction: Enabled vec3 ref_normal = NORMAL; )"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction, uv1_power_normal, uv1_triplanar_pos), refraction_texture_channel) * refraction;\n"; } else { code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, base_uv), refraction_texture_channel) * refraction;\n"; } code += R"( float ref_amount = 1.0 - albedo.a * albedo_tex.a; EMISSION += textureLod(screen_texture, ref_ofs, ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE; ALBEDO *= 1.0 - ref_amount; // Force transparency on the material (required for refraction). ALPHA = 1.0; )"; } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) { code += " ALPHA *= albedo.a * albedo_tex.a;\n"; } if (transparency == TRANSPARENCY_ALPHA_HASH) { code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n"; } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) { code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n"; } if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) { code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n"; code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n"; } if (proximity_fade_enabled) { code += R"( // Proximity Fade: Enabled float depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r; vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth_tex, 1.0); world_pos.xyz /= world_pos.w; ALPHA *= clamp(1.0 - smoothstep(world_pos.z + proximity_fade_distance, world_pos.z, VERTEX.z), 0.0, 1.0); )"; } if (distance_fade != DISTANCE_FADE_DISABLED) { // Use the slightly more expensive circular fade (distance to the object) instead of linear // (Z distance), so that the fade is always the same regardless of the camera angle. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { code += "\n {"; if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { code += R"( // Distance Fade: Object Dither float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3])); )"; } else { code += R"( // Distance Fade: Pixel Dither float fade_distance = length(VERTEX); )"; } code += R"( // Use interleaved gradient noise, which is fast but still looks good. const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189); float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0); // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance. if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) { discard; } } )"; } else { code += R"( // Distance Fade: Pixel Alpha ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0); )"; } } if (features[FEATURE_RIM]) { code += R"( // Rim: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 rim_tex = triplanar_texture(texture_rim, uv1_power_normal, uv1_triplanar_pos).xy;\n"; } else { code += " vec2 rim_tex = texture(texture_rim, base_uv).xy;\n"; } code += R"( RIM = rim * rim_tex.x; RIM_TINT = rim_tint * rim_tex.y; )"; } if (features[FEATURE_CLEARCOAT]) { code += R"( // Clearcoat: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat, uv1_power_normal, uv1_triplanar_pos).xy;\n"; } else { code += " vec2 clearcoat_tex = texture(texture_clearcoat, base_uv).xy;\n"; } code += R"( CLEARCOAT = clearcoat * clearcoat_tex.x; CLEARCOAT_ROUGHNESS = clearcoat_roughness * clearcoat_tex.y; )"; } if (features[FEATURE_ANISOTROPY]) { code += R"( // Anisotropy: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap, uv1_power_normal, uv1_triplanar_pos).rga;\n"; } else { code += " vec3 anisotropy_tex = texture(texture_flowmap, base_uv).rga;\n"; } code += R"( ANISOTROPY = anisotropy_ratio * anisotropy_tex.b; ANISOTROPY_FLOW = anisotropy_tex.rg * 2.0 - 1.0; )"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { code += R"( // Ambient Occlusion: Enabled )"; if (!orm) { if (flags[FLAG_AO_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv2_power_normal, uv2_triplanar_pos), ao_texture_channel);\n"; } else { code += " AO = dot(texture(texture_ambient_occlusion, base_uv2), ao_texture_channel);\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv1_power_normal, uv1_triplanar_pos), ao_texture_channel);\n"; } else { code += " AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);\n"; } } } else { code += " AO = orm_tex.r;\n"; } code += " AO_LIGHT_AFFECT = ao_light_affect;\n"; } if (features[FEATURE_SUBSURFACE_SCATTERING]) { code += R"( // Subsurface Scattering: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " float sss_tex = triplanar_texture(texture_subsurface_scattering, uv1_power_normal, uv1_triplanar_pos).r;\n"; } else { code += " float sss_tex = texture(texture_subsurface_scattering, base_uv).r;\n"; } code += " SSS_STRENGTH = subsurface_scattering_strength * sss_tex;\n"; } if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { code += R"( // Subsurface Scattering Transmittance: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance, uv1_power_normal, uv1_triplanar_pos);\n"; } else { code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv);\n"; } code += " SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex;\n"; code += R"( SSS_TRANSMITTANCE_DEPTH = transmittance_depth; SSS_TRANSMITTANCE_BOOST = transmittance_boost; )"; } if (features[FEATURE_BACKLIGHT]) { code += R"( // Backlight: Enabled )"; if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec3 backlight_tex = triplanar_texture(texture_backlight, uv1_power_normal, uv1_triplanar_pos).rgb;\n"; } else { code += " vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;\n"; } code += " BACKLIGHT = (backlight.rgb + backlight_tex);\n"; } if (features[FEATURE_DETAIL]) { code += R"( // Detail: Enabled )"; const bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2); if (triplanar) { const String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2"; code += vformat(R"( vec4 detail_tex = triplanar_texture(texture_detail_albedo, %s_power_normal, %s_triplanar_pos); vec4 detail_norm_tex = triplanar_texture(texture_detail_normal, %s_power_normal, %s_triplanar_pos); )", tp_uv, tp_uv, tp_uv, tp_uv); } else { const String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2"; code += vformat(R"( vec4 detail_tex = texture(texture_detail_albedo, %s); vec4 detail_norm_tex = texture(texture_detail_normal, %s); )", det_uv, det_uv); } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask, uv1_power_normal, uv1_triplanar_pos);\n"; } else { code += " vec4 detail_mask_tex = texture(texture_detail_mask, base_uv);\n"; } switch (detail_blend_mode) { case BLEND_MODE_MIX: { code += R"( // Detail Blend Mode: Mix vec3 detail = mix(ALBEDO.rgb, detail_tex.rgb, detail_tex.a); )"; } break; case BLEND_MODE_ADD: { code += R"( // Detail Blend Mode: Add vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb + detail_tex.rgb, detail_tex.a); )"; } break; case BLEND_MODE_SUB: { code += R"( // Detail Blend Mode: Subtract vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb - detail_tex.rgb, detail_tex.a); )"; } break; case BLEND_MODE_MUL: { code += R"( // Detail Blend Mode: Multiply vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb * detail_tex.rgb, detail_tex.a); )"; } break; case BLEND_MODE_PREMULT_ALPHA: { // This is unlikely to ever be used for detail textures, and in order for it to function in the editor, another bit must be used in MaterialKey, // but there are only 5 bits left, so I'm going to leave this disabled unless it's actually requested. //code += "\tvec3 detail = (1.0-detail_tex.a)*ALBEDO.rgb+detail_tex.rgb;\n"; } break; case BLEND_MODE_MAX: break; // Internal value, skip. } code += R"( vec3 detail_norm = mix(NORMAL_MAP, detail_norm_tex.rgb, detail_tex.a); NORMAL_MAP = mix(NORMAL_MAP, detail_norm, detail_mask_tex.r); ALBEDO.rgb = mix(ALBEDO.rgb, detail, detail_mask_tex.r); )"; } code += "}\n"; ShaderData shader_data; shader_data.shader = RS::get_singleton()->shader_create(); shader_data.users = 1; RS::get_singleton()->shader_set_code(shader_data.shader, code); shader_map[mk] = shader_data; RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); } void BaseMaterial3D::flush_changes() { MutexLock lock(material_mutex); while (dirty_materials.first()) { dirty_materials.first()->self()->_update_shader(); dirty_materials.first()->remove_from_list(); } } void BaseMaterial3D::_queue_shader_change() { MutexLock lock(material_mutex); if (_is_initialized() && !element.in_list()) { dirty_materials.add(&element); } } void BaseMaterial3D::set_albedo(const Color &p_albedo) { albedo = p_albedo; RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo); } Color BaseMaterial3D::get_albedo() const { return albedo; } void BaseMaterial3D::set_specular(float p_specular) { specular = p_specular; RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular); } float BaseMaterial3D::get_specular() const { return specular; } void BaseMaterial3D::set_roughness(float p_roughness) { roughness = p_roughness; RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness); } float BaseMaterial3D::get_roughness() const { return roughness; } void BaseMaterial3D::set_metallic(float p_metallic) { metallic = p_metallic; RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic); } float BaseMaterial3D::get_metallic() const { return metallic; } void BaseMaterial3D::set_emission(const Color &p_emission) { emission = p_emission; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission); } Color BaseMaterial3D::get_emission() const { return emission; } void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) { emission_energy_multiplier = p_emission_energy_multiplier; if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity); } else { RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier); } } float BaseMaterial3D::get_emission_energy_multiplier() const { return emission_energy_multiplier; } void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) { ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled."); emission_intensity = p_emission_intensity; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity); } float BaseMaterial3D::get_emission_intensity() const { return emission_intensity; } void BaseMaterial3D::set_normal_scale(float p_normal_scale) { normal_scale = p_normal_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale); } float BaseMaterial3D::get_normal_scale() const { return normal_scale; } void BaseMaterial3D::set_rim(float p_rim) { rim = p_rim; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim); } float BaseMaterial3D::get_rim() const { return rim; } void BaseMaterial3D::set_rim_tint(float p_rim_tint) { rim_tint = p_rim_tint; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint); } float BaseMaterial3D::get_rim_tint() const { return rim_tint; } void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) { ao_light_affect = p_ao_light_affect; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect); } float BaseMaterial3D::get_ao_light_affect() const { return ao_light_affect; } void BaseMaterial3D::set_clearcoat(float p_clearcoat) { clearcoat = p_clearcoat; RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat); } float BaseMaterial3D::get_clearcoat() const { return clearcoat; } void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) { clearcoat_roughness = p_clearcoat_roughness; RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness); } float BaseMaterial3D::get_clearcoat_roughness() const { return clearcoat_roughness; } void BaseMaterial3D::set_anisotropy(float p_anisotropy) { anisotropy = p_anisotropy; RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy); } float BaseMaterial3D::get_anisotropy() const { return anisotropy; } void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) { heightmap_scale = p_heightmap_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale); } float BaseMaterial3D::get_heightmap_scale() const { return heightmap_scale; } void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) { subsurface_scattering_strength = p_subsurface_scattering_strength; RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength); } float BaseMaterial3D::get_subsurface_scattering_strength() const { return subsurface_scattering_strength; } void BaseMaterial3D::set_transmittance_color(const Color &p_color) { transmittance_color = p_color; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color); } Color BaseMaterial3D::get_transmittance_color() const { return transmittance_color; } void BaseMaterial3D::set_transmittance_depth(float p_depth) { transmittance_depth = p_depth; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth); } float BaseMaterial3D::get_transmittance_depth() const { return transmittance_depth; } void BaseMaterial3D::set_transmittance_boost(float p_boost) { transmittance_boost = p_boost; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost); } float BaseMaterial3D::get_transmittance_boost() const { return transmittance_boost; } void BaseMaterial3D::set_backlight(const Color &p_backlight) { backlight = p_backlight; RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight); } Color BaseMaterial3D::get_backlight() const { return backlight; } void BaseMaterial3D::set_refraction(float p_refraction) { refraction = p_refraction; RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction); } float BaseMaterial3D::get_refraction() const { return refraction; } void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) { if (detail_uv == p_detail_uv) { return; } detail_uv = p_detail_uv; _queue_shader_change(); } BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const { return detail_uv; } void BaseMaterial3D::set_blend_mode(BlendMode p_mode) { if (blend_mode == p_mode) { return; } blend_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const { return blend_mode; } void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) { detail_blend_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const { return detail_blend_mode; } void BaseMaterial3D::set_transparency(Transparency p_transparency) { if (transparency == p_transparency) { return; } transparency = p_transparency; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const { return transparency; } void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) { if (alpha_antialiasing_mode == p_alpha_aa) { return; } alpha_antialiasing_mode = p_alpha_aa; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const { return alpha_antialiasing_mode; } void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) { if (shading_mode == p_shading_mode) { return; } shading_mode = p_shading_mode; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const { return shading_mode; } void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) { if (depth_draw_mode == p_mode) { return; } depth_draw_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const { return depth_draw_mode; } void BaseMaterial3D::set_cull_mode(CullMode p_mode) { if (cull_mode == p_mode) { return; } cull_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const { return cull_mode; } void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) { if (diffuse_mode == p_mode) { return; } diffuse_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const { return diffuse_mode; } void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) { if (specular_mode == p_mode) { return; } specular_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const { return specular_mode; } void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) { ERR_FAIL_INDEX(p_flag, FLAG_MAX); if (flags[p_flag] == p_enabled) { return; } flags[p_flag] = p_enabled; if ( p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN || p_flag == FLAG_USE_POINT_SIZE || p_flag == FLAG_UV1_USE_TRIPLANAR || p_flag == FLAG_UV2_USE_TRIPLANAR) { notify_property_list_changed(); } if (p_flag == FLAG_PARTICLE_TRAILS_MODE) { update_configuration_warning(); } _queue_shader_change(); } bool BaseMaterial3D::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) { ERR_FAIL_INDEX(p_feature, FEATURE_MAX); if (features[p_feature] == p_enabled) { return; } features[p_feature] = p_enabled; notify_property_list_changed(); _queue_shader_change(); } bool BaseMaterial3D::get_feature(Feature p_feature) const { ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false); return features[p_feature]; } void BaseMaterial3D::set_texture(TextureParam p_param, const Ref &p_texture) { ERR_FAIL_INDEX(p_param, TEXTURE_MAX); textures[p_param] = p_texture; Variant rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant(); RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid); if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) { RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size, Vector2i(p_texture->get_width(), p_texture->get_height())); } notify_property_list_changed(); _queue_shader_change(); } Ref BaseMaterial3D::get_texture(TextureParam p_param) const { ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref()); return textures[p_param]; } Ref BaseMaterial3D::get_texture_by_name(const StringName &p_name) const { for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) { TextureParam param = TextureParam(i); if (p_name == shader_names->texture_names[param]) { return textures[param]; } } return Ref(); } void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) { texture_filter = p_filter; _queue_shader_change(); } BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const { return texture_filter; } void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const { if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) { property.usage = PROPERTY_USAGE_NO_EDITOR; } } void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const { _validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property); _validate_feature("emission", FEATURE_EMISSION, p_property); _validate_feature("rim", FEATURE_RIM, p_property); _validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property); _validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property); _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property); _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property); _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property); _validate_feature("backlight", FEATURE_BACKLIGHT, p_property); _validate_feature("refraction", FEATURE_REFRACTION, p_property); _validate_feature("detail", FEATURE_DETAIL, p_property); if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (p_property.name == "grow_amount" && !grow_enabled) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } // you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH); // alpha anti aliasiasing is only enabled when you can select aa const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa; // alpha scissor slider isn't needed when alpha antialiasing is enabled if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) { p_property.usage = PROPERTY_USAGE_NONE; } // alpha hash scale slider is only needed if transparency is alpha hash if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) { p_property.usage = PROPERTY_USAGE_NONE; } // we can't choose an antialiasing mode if alpha isn't possible if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name == "blend_mode" && alpha_aa_enabled) { p_property.usage = PROPERTY_USAGE_NONE; } if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) { p_property.usage = PROPERTY_USAGE_NONE; } if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) { p_property.usage = PROPERTY_USAGE_NONE; } if (orm) { if (p_property.name == "shading_mode") { // Vertex not supported in ORM mode, since no individual roughness. p_property.hint_string = "Unshaded,Per-Pixel"; } if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) { p_property.usage = PROPERTY_USAGE_NONE; } } else { if (p_property.name == "orm_texture") { p_property.usage = PROPERTY_USAGE_NONE; } } if (shading_mode != SHADING_MODE_PER_PIXEL) { if (shading_mode != SHADING_MODE_PER_VERTEX) { //these may still work per vertex if (p_property.name.begins_with("ao")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("emission")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("metallic")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("rim")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("roughness")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("subsurf_scatter")) { p_property.usage = PROPERTY_USAGE_NONE; } } //these definitely only need per pixel if (p_property.name.begins_with("anisotropy")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("clearcoat")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("normal")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("backlight")) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name.begins_with("transmittance")) { p_property.usage = PROPERTY_USAGE_NONE; } } } void BaseMaterial3D::set_point_size(float p_point_size) { point_size = p_point_size; RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size); } float BaseMaterial3D::get_point_size() const { return point_size; } void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) { uv1_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale); } Vector3 BaseMaterial3D::get_uv1_scale() const { return uv1_scale; } void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) { uv1_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset); } Vector3 BaseMaterial3D::get_uv1_offset() const { return uv1_offset; } void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) { // Negative values or values higher than 150 can result in NaNs, leading to broken rendering. uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0); RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness); } float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const { return uv1_triplanar_sharpness; } void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) { uv2_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale); } Vector3 BaseMaterial3D::get_uv2_scale() const { return uv2_scale; } void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) { uv2_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset); } Vector3 BaseMaterial3D::get_uv2_offset() const { return uv2_offset; } void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) { // Negative values or values higher than 150 can result in NaNs, leading to broken rendering. uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0); RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness); } float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const { return uv2_triplanar_sharpness; } void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) { billboard_mode = p_mode; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const { return billboard_mode; } void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) { particles_anim_h_frames = p_frames; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames); } int BaseMaterial3D::get_particles_anim_h_frames() const { return particles_anim_h_frames; } void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) { particles_anim_v_frames = p_frames; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames); } int BaseMaterial3D::get_particles_anim_v_frames() const { return particles_anim_v_frames; } void BaseMaterial3D::set_particles_anim_loop(bool p_loop) { particles_anim_loop = p_loop; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop); } bool BaseMaterial3D::get_particles_anim_loop() const { return particles_anim_loop; } void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) { deep_parallax = p_enable; _queue_shader_change(); notify_property_list_changed(); } bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const { return deep_parallax; } void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) { deep_parallax_min_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer); } int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const { return deep_parallax_min_layers; } void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) { deep_parallax_max_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer); } int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const { return deep_parallax_max_layers; } void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) { heightmap_parallax_flip_tangent = p_flip; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1)); } bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const { return heightmap_parallax_flip_tangent; } void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) { heightmap_parallax_flip_binormal = p_flip; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1)); } bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const { return heightmap_parallax_flip_binormal; } void BaseMaterial3D::set_grow_enabled(bool p_enable) { grow_enabled = p_enable; _queue_shader_change(); notify_property_list_changed(); } bool BaseMaterial3D::is_grow_enabled() const { return grow_enabled; } void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) { alpha_scissor_threshold = p_threshold; RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold); } float BaseMaterial3D::get_alpha_scissor_threshold() const { return alpha_scissor_threshold; } void BaseMaterial3D::set_alpha_hash_scale(float p_scale) { alpha_hash_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale); } float BaseMaterial3D::get_alpha_hash_scale() const { return alpha_hash_scale; } void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) { alpha_antialiasing_edge = p_edge; RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge); } float BaseMaterial3D::get_alpha_antialiasing_edge() const { return alpha_antialiasing_edge; } void BaseMaterial3D::set_grow(float p_grow) { grow = p_grow; RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow); } float BaseMaterial3D::get_grow() const { return grow; } static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) { static const Plane masks[5] = { Plane(1, 0, 0, 0), Plane(0, 1, 0, 0), Plane(0, 0, 1, 0), Plane(0, 0, 0, 1), Plane(0.3333333, 0.3333333, 0.3333333, 0), }; return masks[p_channel]; } void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); metallic_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel)); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const { return metallic_texture_channel; } void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); roughness_texture_channel = p_channel; _queue_shader_change(); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const { return roughness_texture_channel; } void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); ao_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel)); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const { return ao_texture_channel; } void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); refraction_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel)); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const { return refraction_texture_channel; } Ref BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) { uint64_t key = 0; key |= ((int8_t)p_shaded & 0x01) << 0; key |= ((int8_t)p_transparency & 0x07) << 1; // Bits 1-3. key |= ((int8_t)p_double_sided & 0x01) << 4; key |= ((int8_t)p_billboard & 0x01) << 5; key |= ((int8_t)p_billboard_y & 0x01) << 6; key |= ((int8_t)p_msdf & 0x01) << 7; key |= ((int8_t)p_no_depth & 0x01) << 8; key |= ((int8_t)p_fixed_size & 0x01) << 9; key |= ((int8_t)p_filter & 0x07) << 10; // Bits 10-12. key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; // Bits 13-15. if (materials_for_2d.has(key)) { if (r_shader_rid) { *r_shader_rid = materials_for_2d[key]->get_shader_rid(); } return materials_for_2d[key]; } Ref material; material.instantiate(); material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED); material->set_transparency(p_transparency); material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK); material->set_flag(FLAG_SRGB_VERTEX_COLOR, true); material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true); material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf); material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth); material->set_flag(FLAG_FIXED_SIZE, p_fixed_size); material->set_alpha_antialiasing(p_alpha_antialiasing_mode); material->set_texture_filter(p_filter); if (p_billboard || p_billboard_y) { material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true); material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED); } materials_for_2d[key] = material; if (r_shader_rid) { *r_shader_rid = materials_for_2d[key]->get_shader_rid(); } return materials_for_2d[key]; } void BaseMaterial3D::set_on_top_of_alpha() { set_transparency(TRANSPARENCY_DISABLED); set_render_priority(RENDER_PRIORITY_MAX); set_flag(FLAG_DISABLE_DEPTH_TEST, true); } void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) { proximity_fade_enabled = p_enable; _queue_shader_change(); notify_property_list_changed(); } bool BaseMaterial3D::is_proximity_fade_enabled() const { return proximity_fade_enabled; } void BaseMaterial3D::set_proximity_fade_distance(float p_distance) { proximity_fade_distance = MAX(p_distance, 0.01); RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, proximity_fade_distance); } float BaseMaterial3D::get_proximity_fade_distance() const { return proximity_fade_distance; } void BaseMaterial3D::set_msdf_pixel_range(float p_range) { msdf_pixel_range = p_range; RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range); } float BaseMaterial3D::get_msdf_pixel_range() const { return msdf_pixel_range; } void BaseMaterial3D::set_msdf_outline_size(float p_size) { msdf_outline_size = p_size; RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size); } float BaseMaterial3D::get_msdf_outline_size() const { return msdf_outline_size; } void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) { distance_fade = p_mode; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const { return distance_fade; } void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) { distance_fade_max_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance); } float BaseMaterial3D::get_distance_fade_max_distance() const { return distance_fade_max_distance; } void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) { distance_fade_min_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance); } float BaseMaterial3D::get_distance_fade_min_distance() const { return distance_fade_min_distance; } void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) { if (emission_op == p_op) { return; } emission_op = p_op; _queue_shader_change(); } BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const { return emission_op; } RID BaseMaterial3D::get_shader_rid() const { MutexLock lock(material_mutex); if (element.in_list()) { ((BaseMaterial3D *)this)->_update_shader(); } ERR_FAIL_COND_V(!shader_map.has(current_key), RID()); return shader_map[current_key].shader; } Shader::Mode BaseMaterial3D::get_shader_mode() const { return Shader::MODE_SPATIAL; } void BaseMaterial3D::_bind_methods() { static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes"); ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo); ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo); ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency); ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency); ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing); ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing); ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge); ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge); ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode); ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode); ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular); ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular); ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic); ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic); ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness); ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness); ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission); ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission); ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier); ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier); ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity); ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity); ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale); ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale); ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim); ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim); ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint); ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint); ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat); ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat); ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness); ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness); ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy); ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy); ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale); ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale); ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color); ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color); ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth); ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth); ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost); ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost); ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight); ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight); ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction); ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction); ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size); ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size); ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv); ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv); ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode); ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode); ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode); ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode); ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode); ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode); ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode); ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode); ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode); ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode); ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag); ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag); ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter); ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter); ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature); ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature); ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture); ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture); ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode); ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode); ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale); ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale); ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset); ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset); ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale); ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale); ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset); ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset); ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode); ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode); ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames); ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop); ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax); ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal); ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow); ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow); ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator); ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator); ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect); ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect); ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold); ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold); ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale); ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale); ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled); ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled); ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel); ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel); ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel); ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel); ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel); ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel); ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel); ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel); ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled); ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled); ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance); ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance); ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range); ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range); ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size); ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size); ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade); ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade); ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance); ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance); ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance); ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance); ADD_GROUP("Transparency", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale"); ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge"); ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST); ADD_GROUP("Shading", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_fog"), "set_flag", "get_flag", FLAG_DISABLE_FOG); ADD_GROUP("Vertex Color", "vertex_color"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR); ADD_GROUP("Albedo", "albedo_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF); ADD_GROUP("ORM", "orm_"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM); ADD_GROUP("Metallic", "metallic_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC); ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel"); ADD_GROUP("Roughness", "roughness_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS); ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel"); ADD_GROUP("Emission", "emission_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy_multiplier", "get_emission_energy_multiplier"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_intensity", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:nt"), "set_emission_intensity", "get_emission_intensity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION); ADD_GROUP("Normal Map", "normal_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL); ADD_GROUP("Rim", "rim_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM); ADD_GROUP("Clearcoat", "clearcoat_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT); ADD_GROUP("Anisotropy", "anisotropy_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP); ADD_GROUP("Ambient Occlusion", "ao_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2); ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel"); ADD_GROUP("Height", "heightmap_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_min_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_max_layers", "get_heightmap_deep_parallax_max_layers"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP); ADD_GROUP("Subsurface Scattering", "subsurf_scatter_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING); ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_depth", PROPERTY_HINT_RANGE, "0.001,8,0.001,or_greater"), "set_transmittance_depth", "get_transmittance_depth"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost"); ADD_GROUP("Back Lighting", "backlight_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT); ADD_GROUP("Refraction", "refraction_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION); ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel"); ADD_GROUP("Detail", "detail_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK); ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL); ADD_GROUP("UV1", "uv1_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale", PROPERTY_HINT_LINK), "set_uv1_scale", "get_uv1_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR); ADD_GROUP("UV2", "uv2_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale", PROPERTY_HINT_LINK), "set_uv2_scale", "get_uv2_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR); ADD_GROUP("Sampling", "texture_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT); ADD_GROUP("Shadows", ""); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY); ADD_GROUP("Billboard", "billboard_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE); ADD_GROUP("Particles Anim", "particles_anim_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames"); ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop"); ADD_GROUP("Grow", "grow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001,suffix:m"), "set_grow", "get_grow"); ADD_GROUP("Transform", ""); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE); ADD_GROUP("Proximity Fade", "proximity_fade_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0.01,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance"); ADD_GROUP("MSDF", "msdf_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "0,250,1"), "set_msdf_outline_size", "get_msdf_outline_size"); ADD_GROUP("Distance Fade", "distance_fade_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_min_distance", "get_distance_fade_min_distance"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_max_distance", "get_distance_fade_max_distance"); BIND_ENUM_CONSTANT(TEXTURE_ALBEDO); BIND_ENUM_CONSTANT(TEXTURE_METALLIC); BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS); BIND_ENUM_CONSTANT(TEXTURE_EMISSION); BIND_ENUM_CONSTANT(TEXTURE_NORMAL); BIND_ENUM_CONSTANT(TEXTURE_RIM); BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT); BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP); BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP); BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE); BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT); BIND_ENUM_CONSTANT(TEXTURE_REFRACTION); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL); BIND_ENUM_CONSTANT(TEXTURE_ORM); BIND_ENUM_CONSTANT(TEXTURE_MAX); BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST); BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR); BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS); BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS); BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC); BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC); BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX); BIND_ENUM_CONSTANT(DETAIL_UV_1); BIND_ENUM_CONSTANT(DETAIL_UV_2); BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); BIND_ENUM_CONSTANT(TRANSPARENCY_MAX); BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED); BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL); BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX); BIND_ENUM_CONSTANT(SHADING_MODE_MAX); BIND_ENUM_CONSTANT(FEATURE_EMISSION); BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING); BIND_ENUM_CONSTANT(FEATURE_RIM); BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT); BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY); BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING); BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING); BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE); BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT); BIND_ENUM_CONSTANT(FEATURE_REFRACTION); BIND_ENUM_CONSTANT(FEATURE_DETAIL); BIND_ENUM_CONSTANT(FEATURE_MAX); BIND_ENUM_CONSTANT(BLEND_MODE_MIX); BIND_ENUM_CONSTANT(BLEND_MODE_ADD); BIND_ENUM_CONSTANT(BLEND_MODE_SUB); BIND_ENUM_CONSTANT(BLEND_MODE_MUL); BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA); BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF); BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY); BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS); BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED); BIND_ENUM_CONSTANT(CULL_BACK); BIND_ENUM_CONSTANT(CULL_FRONT); BIND_ENUM_CONSTANT(CULL_DISABLED); BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST); BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR); BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR); BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE); BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE); BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE); BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2); BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2); BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB); BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS); BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT); BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY); BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT); BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP); BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN); BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE); BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF); BIND_ENUM_CONSTANT(FLAG_DISABLE_FOG); BIND_ENUM_CONSTANT(FLAG_MAX); BIND_ENUM_CONSTANT(DIFFUSE_BURLEY); BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT); BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP); BIND_ENUM_CONSTANT(DIFFUSE_TOON); BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX); BIND_ENUM_CONSTANT(SPECULAR_TOON); BIND_ENUM_CONSTANT(SPECULAR_DISABLED); BIND_ENUM_CONSTANT(BILLBOARD_DISABLED); BIND_ENUM_CONSTANT(BILLBOARD_ENABLED); BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y); BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE); BIND_ENUM_CONSTANT(EMISSION_OP_ADD); BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY); BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED); BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA); BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER); BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER); } BaseMaterial3D::BaseMaterial3D(bool p_orm) : element(this) { orm = p_orm; // Initialize to the same values as the shader set_albedo(Color(1.0, 1.0, 1.0, 1.0)); set_specular(0.5); set_roughness(1.0); set_metallic(0.0); set_emission(Color(0, 0, 0)); set_emission_energy_multiplier(1.0); set_normal_scale(1); set_rim(1.0); set_rim_tint(0.5); set_clearcoat(1); set_clearcoat_roughness(0.5); set_anisotropy(0); set_heightmap_scale(5.0); set_subsurface_scattering_strength(0); set_backlight(Color(0, 0, 0)); set_transmittance_color(Color(1, 1, 1, 1)); set_transmittance_depth(0.1); set_transmittance_boost(0.0); set_refraction(0.05); set_point_size(1); set_uv1_offset(Vector3(0, 0, 0)); set_uv1_scale(Vector3(1, 1, 1)); set_uv1_triplanar_blend_sharpness(1); set_uv2_offset(Vector3(0, 0, 0)); set_uv2_scale(Vector3(1, 1, 1)); set_uv2_triplanar_blend_sharpness(1); set_billboard_mode(BILLBOARD_DISABLED); set_particles_anim_h_frames(1); set_particles_anim_v_frames(1); set_particles_anim_loop(false); set_transparency(TRANSPARENCY_DISABLED); set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF); // Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default. // set_alpha_scissor_threshold(0.5); set_alpha_hash_scale(1.0); set_alpha_antialiasing_edge(0.3); set_proximity_fade_distance(1); set_distance_fade_min_distance(0); set_distance_fade_max_distance(10); set_ao_light_affect(0.0); set_metallic_texture_channel(TEXTURE_CHANNEL_RED); set_roughness_texture_channel(TEXTURE_CHANNEL_RED); set_ao_texture_channel(TEXTURE_CHANNEL_RED); set_refraction_texture_channel(TEXTURE_CHANNEL_RED); set_grow(0.0); set_msdf_pixel_range(4.0); set_msdf_outline_size(0.0); set_heightmap_deep_parallax_min_layers(8); set_heightmap_deep_parallax_max_layers(32); set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal flags[FLAG_ALBEDO_TEXTURE_MSDF] = false; flags[FLAG_USE_TEXTURE_REPEAT] = true; current_key.invalid_key = 1; _mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change), callable_mp(this, &BaseMaterial3D::_update_shader)); } BaseMaterial3D::~BaseMaterial3D() { ERR_FAIL_NULL(RenderingServer::get_singleton()); MutexLock lock(material_mutex); if (shader_map.has(current_key)) { shader_map[current_key].users--; if (shader_map[current_key].users == 0) { //deallocate shader, as it's no longer in use RS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } RS::get_singleton()->material_set_shader(_get_material(), RID()); } } ////////////////////// #ifndef DISABLE_DEPRECATED // Kept for compatibility from 3.x to 4.0. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) { if (p_name == "flags_transparent") { bool transparent = p_value; if (transparent) { set_transparency(TRANSPARENCY_ALPHA); } return true; } else if (p_name == "flags_unshaded") { bool unshaded = p_value; if (unshaded) { set_shading_mode(SHADING_MODE_UNSHADED); } return true; } else if (p_name == "flags_vertex_lighting") { bool vertex_lit = p_value; if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) { set_shading_mode(SHADING_MODE_PER_VERTEX); } return true; } else if (p_name == "params_use_alpha_scissor") { bool use_scissor = p_value; if (use_scissor) { set_transparency(TRANSPARENCY_ALPHA_SCISSOR); } return true; } else if (p_name == "params_use_alpha_hash") { bool use_hash = p_value; if (use_hash) { set_transparency(TRANSPARENCY_ALPHA_HASH); } return true; } else if (p_name == "params_depth_draw_mode") { int mode = p_value; if (mode == 3) { set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); } return true; } else if (p_name == "depth_enabled") { bool enabled = p_value; if (enabled) { set_feature(FEATURE_HEIGHT_MAPPING, true); set_flag(FLAG_INVERT_HEIGHTMAP, true); } return true; } else { static const Pair remaps[] = { { "flags_use_shadow_to_opacity", "shadow_to_opacity" }, { "flags_use_shadow_to_opacity", "shadow_to_opacity" }, { "flags_no_depth_test", "no_depth_test" }, { "flags_use_point_size", "use_point_size" }, { "flags_fixed_size", "fixed_size" }, { "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" }, { "flags_do_not_receive_shadows", "disable_receive_shadows" }, { "flags_disable_ambient_light", "disable_ambient_light" }, { "params_diffuse_mode", "diffuse_mode" }, { "params_specular_mode", "specular_mode" }, { "params_blend_mode", "blend_mode" }, { "params_cull_mode", "cull_mode" }, { "params_depth_draw_mode", "params_depth_draw_mode" }, { "params_point_size", "point_size" }, { "params_billboard_mode", "billboard_mode" }, { "params_billboard_keep_scale", "billboard_keep_scale" }, { "params_grow", "grow" }, { "params_grow_amount", "grow_amount" }, { "params_alpha_scissor_threshold", "alpha_scissor_threshold" }, { "params_alpha_hash_scale", "alpha_hash_scale" }, { "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" }, { "depth_scale", "heightmap_scale" }, { "depth_deep_parallax", "heightmap_deep_parallax" }, { "depth_min_layers", "heightmap_min_layers" }, { "depth_max_layers", "heightmap_max_layers" }, { "depth_flip_tangent", "heightmap_flip_tangent" }, { "depth_flip_binormal", "heightmap_flip_binormal" }, { "depth_texture", "heightmap_texture" }, { "emission_energy", "emission_energy_multiplier" }, { nullptr, nullptr }, }; int idx = 0; while (remaps[idx].first) { if (p_name == remaps[idx].first) { set(remaps[idx].second, p_value); return true; } idx++; } WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name)); return true; } } #endif // DISABLE_DEPRECATED ///////////////////////