Default 3D rendering material. This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html Returns [code]true[/code], if the specified [enum Feature] is enabled. Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options. Returns the [Texture] associated with the specified [enum TextureParam]. If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [BaseMaterial3D]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code]. If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. Sets the texture for the slot specified by [code]param[/code]. See [enum TextureParam] for available slots. The material's base color. Forces a conversion of the [member albedo_texture] from sRGB space to linear space. Texture to multiply by [member albedo_color]. Used for basic texturing of objects. Threshold at which antialiasing will by applied on the alpha channel. The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]. The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code]. Threshold at which the alpha scissor will discard values. The strength of the anisotropy effect. If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken. Texture that offsets the tangent map for anisotropy calculations. If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture]. Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic. If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture]. Texture that defines the amount of ambient occlusion for a given point on the object. Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. The color used by the backlight effect. Represents the light passing through an object. If [code]true[/code], the backlight effect is enabled. Texture used to control the backlight effect per-pixel. Added to [member backlight]. If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. Controls how the object faces the camera. See [enum BillboardMode]. [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details. The material's blend mode. [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect. If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough. Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat. Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel. Which side of the object is not drawn when backfaces are rendered. See [enum CullMode]. Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency]. Texture that specifies the color of the detail overlay. Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options. If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask]. This can be used to add variation to objects, or to blend between two different albedo/normal textures. Texture used to specify how the detail textures get blended with the base textures. Texture that specifies the per-pixel normal of the detail overlay. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. The algorithm used for diffuse light scattering. See [enum DiffuseMode]. If [code]true[/code], the object receives no ambient light. If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. Distance at which the object appears fully opaque. [b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. [b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. The emitted light's color. See [member emission_enabled]. If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting. The emitted light's strength. See [member emission_enabled]. Use [code]UV2[/code] to read from the [member emission_texture]. Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options. Texture that specifies how much surface emits light at a given point. If [code]true[/code], the object is rendered at the same size regardless of distance. If [code]true[/code], enables the vertex grow setting. See [member grow_amount]. Grows object vertices in the direction of their normals. If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. [b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled. A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness]. Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. [b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. Texture used to specify metallic for an object. This is multiplied by [member metallic]. Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. If [code]true[/code], depth testing is disabled and the object will be drawn in render order. If [code]true[/code], normal mapping is enabled. The strength of the normal map's effect. Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. If [code]true[/code], particle animations are looped. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. The point size in pixels. See [member use_point_size]. Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object. If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. The strength of the refraction effect. Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. Sets the strength of the rim lighting effect. If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object. Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim]. The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. Texture used to control the roughness per-pixel. Multiplied by [member roughness]. Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. The method for rendering the specular blob. See [enum SpecularMode]. If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. The strength of the subsurface scattering effect. Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. Filter flags for the texture. See [enum TextureFilter] for options. Repeat flags for the texture. See [enum TextureFilter] for options. If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. If [code]true[/code], render point size can be changed. [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. A lower number blends the texture more softly while a higher number blends the texture more sharply. If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar]. How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. A lower number blends the texture more softly while a higher number blends the texture more sharply. If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar]. If [code]true[/code], the model's vertex colors are processed as sRGB mode. If [code]true[/code], the vertex color is used as albedo color. Texture specifying per-pixel color. Texture specifying per-pixel metallic value. Texture specifying per-pixel roughness value. Texture specifying per-pixel emission color. Texture specifying per-pixel normal vector. Texture specifying per-pixel rim value. Texture specifying per-pixel clearcoat value. Texture specifying per-pixel flowmap direction for use with [member anisotropy]. Texture specifying per-pixel ambient occlusion value. Texture specifying per-pixel height. Texture specifying per-pixel subsurface scattering. Texture specifying per-pixel transmittance for subsurface scattering. Texture specifying per-pixel backlight color. Texture specifying per-pixel refraction strength. Texture specifying per-pixel detail mask blending value. Texture specifying per-pixel detail color. Texture specifying per-pixel detail normal. Texture holding ambient occlusion, roughness, and metallic. Represents the size of the [enum TextureParam] enum. The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps. The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps. The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera. The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. Represents the size of the [enum TextureFilter] enum. Use [code]UV[/code] with the detail texture. Use [code]UV2[/code] with the detail texture. The material will not use transparency. The material will use the texture's alpha values for transparency. The material will cut off all values below a threshold, the rest will remain opaque. The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. Represents the size of the [enum Transparency] enum. The object will not receive shadows. The object will be shaded per pixel. Useful for realistic shading effect. The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Represents the size of the [enum ShadingMode] enum. Constant for setting [member emission_enabled]. Constant for setting [member normal_enabled]. Constant for setting [member rim_enabled]. Constant for setting [member clearcoat_enabled]. Constant for setting [member anisotropy_enabled]. Constant for setting [member ao_enabled]. Constant for setting [member heightmap_enabled]. Constant for setting [member subsurf_scatter_enabled]. Constant for setting [member subsurf_scatter_transmittance_enabled]. Constant for setting [member backlight_enabled]. Constant for setting [member refraction_enabled]. Constant for setting [member detail_enabled]. Represents the size of the [enum Feature] enum. Default blend mode. The color of the object is blended over the background based on the object's alpha value. The color of the object is added to the background. The color of the object is subtracted from the background. The color of the object is multiplied by the background. Disables Alpha AntiAliasing for the material. Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask. Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask. Default depth draw mode. Depth is drawn only for opaque objects. Depth draw is calculated for both opaque and transparent objects. No depth draw. Default cull mode. The back of the object is culled when not visible. The front of the object is culled when not visible. No culling is performed. Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer. Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code]. Object is scaled by depth so that it always appears the same size on screen. Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code]. Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code]. Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code]. Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code]. Use [code]UV2[/code] coordinates to look up from the [member ao_texture]. Use [code]UV2[/code] coordinates to look up from the [member emission_texture]. Forces the shader to convert albedo from sRGB space to linear space. Disables receiving shadows from other objects. Disables receiving ambient light. Enables the shadow to opacity feature. Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture. Invert values read from a depth texture to convert them to height values (heightmap). Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin. Represents the size of the [enum Flags] enum. Default diffuse scattering algorithm. Diffuse scattering ignores roughness. Extends Lambert to cover more than 90 degrees when roughness increases. Attempts to use roughness to emulate microsurfacing. Uses a hard cut for lighting, with smoothing affected by roughness. Default specular blob. Older specular algorithm, included for compatibility. Older specular algorithm, included for compatibility. Toon blob which changes size based on roughness. No specular blob. Billboard mode is disabled. The object's Z axis will always face the camera. The object's X axis will always face the camera. Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties. The [member ParticlesMaterial.anim_speed] or [member CPUParticles3D.anim_speed] should also be set to a positive value for the animation to play. Used to read from the red channel of a texture. Used to read from the green channel of a texture. Used to read from the blue channel of a texture. Used to read from the alpha channel of a texture. Currently unused. Adds the emission color to the color from the emission texture. Multiplies the emission color by the color from the emission texture. Do not use distance fade. Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel. Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].