virtualx-engine/scene/resources/material.cpp
Hugo Locurcio 56ac14fbf0
Use circular fade instead of linear fade for distance fade
This makes distance fade look the same regardless of the camera angle,
for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither).
Distance fade now behaves like fog in this regard.
2022-12-12 15:16:34 +01:00

2402 lines
96 KiB
C++

/*************************************************************************/
/* material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/engine.h"
#include "core/project_settings.h"
#include "core/version.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
#include "scene/scene_string_names.h"
void Material::set_next_pass(const Ref<Material> &p_pass) {
for (Ref<Material> 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();
}
VS::get_singleton()->material_set_next_pass(material, next_pass_rid);
}
Ref<Material> 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;
VS::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 &property) const {
if (!_can_do_next_pass() && property.name == "next_pass") {
property.usage = 0;
}
}
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);
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);
}
Material::Material() {
material = RID_PRIME(VisualServer::get_singleton()->material_create());
render_priority = 0;
}
Material::~Material() {
VisualServer::get_singleton()->free(material);
}
///////////////////////////////////
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
if (n.find("shader_param/") == 0) { //backwards compatibility
pr = n.replace_first("shader_param/", "");
}
}
if (pr) {
VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
return true;
}
}
return false;
}
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
if (n.find("shader_param/") == 0) { //backwards compatibility
pr = n.replace_first("shader_param/", "");
}
}
if (pr) {
r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr);
return true;
}
}
return false;
}
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
if (!shader.is_null()) {
shader->get_param_list(p_list);
}
}
bool ShaderMaterial::property_can_revert(const String &p_name) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
Variant default_value = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
Variant current_value;
_get(p_name, current_value);
return default_value.get_type() != Variant::NIL && default_value != current_value;
}
}
return false;
}
Variant ShaderMaterial::property_get_revert(const String &p_name) {
Variant r_ret;
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
if (pr) {
r_ret = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
}
}
return r_ret;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
// Only connect/disconnect the signal when running in the editor.
// This can be a slow operation, and `_change_notify()` (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", this, "_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", this, "_shader_changed");
}
}
VS::get_singleton()->material_set_shader(_get_material(), rid);
_change_notify(); //properties for shader exposed
emit_changed();
}
Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
VS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
}
Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
return VS::get_singleton()->material_get_param(_get_material(), p_param);
}
void ShaderMaterial::_shader_changed() {
_change_notify(); //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_param", "param", "value"), &ShaderMaterial::set_shader_param);
ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
ClassDB::bind_method(D_METHOD("_shader_changed"), &ShaderMaterial::_shader_changed);
ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
#ifdef TOOLS_ENABLED
const String quote_style = EDITOR_GET("text_editor/completion/use_single_quotes") ? "'" : "\"";
#else
const String quote_style = "\"";
#endif
String f = p_function.operator String();
if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
shader->get_param_list(&pl);
for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
r_options->push_back(quote_style + E->get().name.replace_first("shader_param/", "") + quote_style);
}
}
}
Resource::get_argument_options(p_function, p_idx, r_options);
}
bool ShaderMaterial::_can_do_next_pass() 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;
}
}
ShaderMaterial::ShaderMaterial() {
}
ShaderMaterial::~ShaderMaterial() {
}
/////////////////////////////////
Mutex SpatialMaterial::material_mutex;
SelfList<SpatialMaterial>::List *SpatialMaterial::dirty_materials = nullptr;
Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = nullptr;
void SpatialMaterial::init_shaders() {
dirty_materials = memnew(SelfList<SpatialMaterial>::List);
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_gloss = "clearcoat_gloss";
shader_names->anisotropy = "anisotropy_ratio";
shader_names->depth_scale = "depth_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->transmission = "transmission";
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->depth_min_layers = "depth_min_layers";
shader_names->depth_max_layers = "depth_max_layers";
shader_names->depth_flip = "depth_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->metallic_texture_channel = "metallic_texture_channel";
shader_names->roughness_texture_channel = "roughness_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->depth_texture_channel = "depth_texture_channel";
shader_names->refraction_texture_channel = "refraction_texture_channel";
shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
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_DEPTH] = "texture_depth";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission";
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";
}
HashMap<uint64_t, Ref<SpatialMaterial>> SpatialMaterial::materials_for_2d;
void SpatialMaterial::finish_shaders() {
materials_for_2d.clear();
memdelete(dirty_materials);
dirty_materials = nullptr;
memdelete(shader_names);
}
void SpatialMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.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
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s SpatialMaterial.\n\n";
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;
}
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_ALPHA_OPAQUE_PREPASS:
code += ",depth_draw_alpha_prepass";
break;
}
switch (cull_mode) {
case CULL_BACK:
code += ",cull_back";
break;
case CULL_FRONT:
code += ",cull_front";
break;
case CULL_DISABLED:
code += ",cull_disabled";
break;
}
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_OREN_NAYAR:
code += ",diffuse_oren_nayar";
break;
case DIFFUSE_TOON:
code += ",diffuse_toon";
break;
}
switch (specular_mode) {
case SPECULAR_SCHLICK_GGX:
code += ",specular_schlick_ggx";
break;
case SPECULAR_BLINN:
code += ",specular_blinn";
break;
case SPECULAR_PHONG:
code += ",specular_phong";
break;
case SPECULAR_TOON:
code += ",specular_toon";
break;
case SPECULAR_DISABLED:
code += ",specular_disabled";
break;
}
if (flags[FLAG_UNSHADED]) {
code += ",unshaded";
}
if (flags[FLAG_DISABLE_DEPTH_TEST]) {
code += ",depth_test_disable";
}
if (flags[FLAG_USE_VERTEX_LIGHTING] || force_vertex_shading) {
code += ",vertex_lighting";
}
if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
code += ",world_vertex_coords";
}
if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
code += ",shadows_disabled";
}
if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
code += ",ambient_light_disabled";
}
if (flags[FLAG_ENSURE_CORRECT_NORMALS]) {
code += ",ensure_correct_normals";
}
if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
code += ",shadow_to_opacity";
}
code += ";\n";
code += "uniform vec4 albedo : hint_color;\n";
code += "uniform sampler2D texture_albedo : hint_albedo;\n";
code += "uniform float specular;\n";
code += "uniform float metallic;\n";
if (grow_enabled) {
code += "uniform float grow;\n";
}
if (proximity_fade_enabled) {
code += "uniform float proximity_fade_distance;\n";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
code += "uniform float distance_fade_min;\n";
code += "uniform float distance_fade_max;\n";
}
if (flags[FLAG_USE_ALPHA_SCISSOR]) {
code += "uniform float alpha_scissor_threshold;\n";
}
code += "uniform float roughness : hint_range(0,1);\n";
code += "uniform float point_size : hint_range(0,128);\n";
if (textures[TEXTURE_METALLIC] != nullptr) {
code += "uniform sampler2D texture_metallic : hint_white;\n";
code += "uniform vec4 metallic_texture_channel;\n";
}
if (textures[TEXTURE_ROUGHNESS] != nullptr) {
code += "uniform sampler2D texture_roughness : hint_white;\n";
code += "uniform vec4 roughness_texture_channel;\n";
}
if (billboard_mode == BILLBOARD_PARTICLES) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
code += "uniform bool particles_anim_loop;\n";
}
if (features[FEATURE_EMISSION]) {
code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
code += "uniform vec4 emission : hint_color;\n";
code += "uniform float emission_energy;\n";
}
if (features[FEATURE_REFRACTION]) {
code += "uniform sampler2D texture_refraction;\n";
code += "uniform float refraction : hint_range(-16,16);\n";
code += "uniform vec4 refraction_texture_channel;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += "uniform sampler2D texture_normal : hint_normal;\n";
code += "uniform float normal_scale : hint_range(-16,16);\n";
}
if (features[FEATURE_RIM]) {
code += "uniform float rim : hint_range(0,1);\n";
code += "uniform float rim_tint : hint_range(0,1);\n";
code += "uniform sampler2D texture_rim : hint_white;\n";
}
if (features[FEATURE_CLEARCOAT]) {
code += "uniform float clearcoat : hint_range(0,1);\n";
code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
code += "uniform sampler2D texture_clearcoat : hint_white;\n";
}
if (features[FEATURE_ANISOTROPY]) {
code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
code += "uniform sampler2D texture_flowmap : hint_aniso;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
code += "uniform vec4 ao_texture_channel;\n";
code += "uniform float ao_light_affect;\n";
}
if (features[FEATURE_DETAIL]) {
code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
code += "uniform sampler2D texture_detail_mask : hint_white;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
}
if (features[FEATURE_TRANSMISSION]) {
code += "uniform vec4 transmission : hint_color;\n";
code += "uniform sampler2D texture_transmission : hint_black;\n";
}
if (features[FEATURE_DEPTH_MAPPING]) {
code += "uniform sampler2D texture_depth : hint_black;\n";
code += "uniform float depth_scale;\n";
code += "uniform int depth_min_layers;\n";
code += "uniform int depth_max_layers;\n";
code += "uniform vec2 depth_flip;\n";
}
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 += "uniform float uv1_blend_sharpness;\n";
code += "varying vec3 uv1_power_normal;\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "uniform float uv2_blend_sharpness;\n";
code += "varying vec3 uv2_power_normal;\n";
}
code += "uniform vec3 uv1_scale;\n";
code += "uniform vec3 uv1_offset;\n";
code += "uniform vec3 uv2_scale;\n";
code += "uniform vec3 uv2_offset;\n";
code += "\n\n";
code += "void vertex() {\n";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
code += "\tif (!OUTPUT_IS_SRGB) {\n";
code += "\t\tCOLOR.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)));\n";
code += "\t}\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
code += "\tPOINT_SIZE=point_size;\n";
}
if (flags[FLAG_USE_VERTEX_LIGHTING] || force_vertex_shading) {
code += "\tROUGHNESS=roughness;\n";
}
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
}
switch (billboard_mode) {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
}
} break;
case BILLBOARD_FIXED_Y: {
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
}
} break;
case BILLBOARD_PARTICLES: {
//make billboard
code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
//rotate by rotation
code += "\tmat_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));\n";
//set modelview
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
//handle animation
code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
code += "\tif (!particles_anim_loop) {\n";
code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += "\t} else {\n";
code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
code += "\t}";
code += "\tUV /= vec2(h_frames, v_frames);\n";
code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
} break;
}
if (flags[FLAG_FIXED_SIZE]) {
code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
//orthogonal matrix, try to do about the same
//with viewport size
code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
code += "\t} else {\n";
//just scale by depth
code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
code += "\t}\n";
}
if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
//generate tangent and binormal in world space
code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
code += "\tTANGENT = normalize(TANGENT);\n";
code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
code += "\tBINORMAL = normalize(BINORMAL);\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (grow_enabled) {
code += "\tVERTEX+=NORMAL*grow;\n";
}
code += "}\n";
code += "\n\n";
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
code += "\tvec4 samp=vec4(0.0);\n";
code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
code += "\tsamp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
code += "\treturn samp;\n";
code += "}\n";
}
code += "\n\n";
code += "void fragment() {\n";
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec2 base_uv = UV;\n";
}
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])) {
code += "\tvec2 base_uv2 = UV2;\n";
}
if (features[FEATURE_DEPTH_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): Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path()));
} else if (!get_path().empty()) {
WARN_PRINT(vformat("%s: Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.", get_path()));
} else {
// Resource wasn't saved yet.
WARN_PRINT("Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.");
}
}
if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
code += "\t{\n";
code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
if (deep_parallax) {
code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
code += "\t\tfloat current_layer_depth = 0.0;\n";
code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
code += "\t\tvec2 delta = P / num_layers;\n";
code += "\t\tvec2 ofs = base_uv;\n";
code += "\t\tfloat depth = textureLod(texture_depth, ofs, 0.0).r;\n";
code += "\t\tfloat current_depth = 0.0;\n";
code += "\t\twhile(current_depth < depth) {\n";
code += "\t\t\tofs -= delta;\n";
code += "\t\t\tdepth = textureLod(texture_depth, ofs, 0.0).r;\n";
code += "\t\t\tcurrent_depth += layer_depth;\n";
code += "\t\t}\n";
code += "\t\tvec2 prev_ofs = ofs + delta;\n";
code += "\t\tfloat after_depth = depth - current_depth;\n";
code += "\t\tfloat before_depth = textureLod(texture_depth, prev_ofs, 0.0).r - current_depth + layer_depth;\n";
code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
} else {
code += "\t\tfloat depth = texture(texture_depth, 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.
code += "\t\tvec2 ofs = base_uv - view_dir.xy * depth * depth_scale;\n";
}
code += "\t\tbase_uv=ofs;\n";
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
code += "\t\tbase_uv2-=ofs;\n";
}
code += "\t}\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
}
}
if (flags[FLAG_ALBEDO_TEXTURE_SDF]) {
code += "\tconst float smoothing = 0.125;\n";
code += "\tfloat dist = albedo_tex.a;\n";
code += "\talbedo_tex.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist);\n";
code += "\talbedo_tex.rgb = vec3(1.0);\n";
} else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
code += "\talbedo_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)));\n";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
code += "\talbedo_tex *= COLOR;\n";
}
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (textures[TEXTURE_METALLIC] != nullptr) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
} else {
code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
}
code += "\tMETALLIC = metallic_tex * metallic;\n";
} else {
code += "\tMETALLIC = metallic;\n";
}
if (textures[TEXTURE_ROUGHNESS] != nullptr) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
} else {
code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
}
code += "\tROUGHNESS = roughness_tex * roughness;\n";
} else {
code += "\tROUGHNESS = roughness;\n";
}
code += "\tSPECULAR = specular;\n";
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
}
code += "\tNORMALMAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
if (flags[FLAG_EMISSION_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
} else {
code += "\tvec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
}
}
if (emission_op == EMISSION_OP_ADD) {
code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
} else {
code += "\tEMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
}
}
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
code += "\tvec3 unpacked_normal = NORMALMAP;\n";
code += "\tunpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
code += "\tunpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMALMAP_DEPTH) );\n";
} else {
code += "\tvec3 ref_normal = NORMAL;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec2 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 += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
}
code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
code += "\tALBEDO *= 1.0 - ref_amount;\n";
code += "\tALPHA = 1.0;\n";
} else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
if (proximity_fade_enabled) {
code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
code += "\tworld_pos.xyz/=world_pos.w;\n";
code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
}
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)) {
if (!VisualServer::get_singleton()->is_low_end()) {
code += "\t{\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
code += "\t\tfloat fade_distance = length((INV_CAMERA_MATRIX * WORLD_MATRIX[3]));\n";
} else {
code += "\t\tfloat fade_distance = length(VERTEX);\n";
}
// Use interleaved gradient noise, which is fast but still looks good.
code += "\t\tconst vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
code += "\t\tfloat fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
// Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
code += "\t\tif (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
code += "\t\t\tdiscard;\n";
code += "\t\t}\n";
code += "\t}\n\n";
}
} else {
code += "\tALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
}
}
if (features[FEATURE_RIM]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
} else {
code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
}
code += "\tRIM = rim*rim_tex.x;";
code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
}
if (features[FEATURE_CLEARCOAT]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
} else {
code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
} else {
code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
}
code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
if (flags[FLAG_AO_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
} else {
code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
} else {
code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
}
}
code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
} else {
code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
}
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
}
if (features[FEATURE_TRANSMISSION]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec3 transmission_tex = triplanar_texture(texture_transmission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
code += "\tvec3 transmission_tex = texture(texture_transmission,base_uv).rgb;\n";
}
code += "\tTRANSMISSION = (transmission.rgb+transmission_tex);\n";
}
if (features[FEATURE_DETAIL]) {
bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
if (triplanar) {
String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
} else {
String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
}
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_ADD: {
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_SUB: {
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_MUL: {
code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
} break;
}
code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
if (flags[FLAG_USE_ALPHA_SCISSOR]) {
code += "\tALPHA_SCISSOR=alpha_scissor_threshold;\n";
}
code += "}\n";
String fallback_mode_str;
switch (async_mode) {
case ASYNC_MODE_VISIBLE: {
fallback_mode_str = "async_visible";
} break;
case ASYNC_MODE_HIDDEN: {
fallback_mode_str = "async_hidden";
} break;
}
code = code.replace_first("render_mode ", "render_mode " + fallback_mode_str + ",");
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create();
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void SpatialMaterial::flush_changes() {
material_mutex.lock();
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
material_mutex.unlock();
}
void SpatialMaterial::_queue_shader_change() {
material_mutex.lock();
if (is_initialized && !element.in_list()) {
dirty_materials->add(&element);
}
material_mutex.unlock();
}
bool SpatialMaterial::_is_shader_dirty() const {
bool dirty = false;
material_mutex.lock();
dirty = element.in_list();
material_mutex.unlock();
return dirty;
}
void SpatialMaterial::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color SpatialMaterial::get_albedo() const {
return albedo;
}
void SpatialMaterial::set_specular(float p_specular) {
specular = p_specular;
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float SpatialMaterial::get_specular() const {
return specular;
}
void SpatialMaterial::set_roughness(float p_roughness) {
roughness = p_roughness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float SpatialMaterial::get_roughness() const {
return roughness;
}
void SpatialMaterial::set_metallic(float p_metallic) {
metallic = p_metallic;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
float SpatialMaterial::get_metallic() const {
return metallic;
}
void SpatialMaterial::set_emission(const Color &p_emission) {
emission = p_emission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
Color SpatialMaterial::get_emission() const {
return emission;
}
void SpatialMaterial::set_emission_energy(float p_emission_energy) {
emission_energy = p_emission_energy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
}
float SpatialMaterial::get_emission_energy() const {
return emission_energy;
}
void SpatialMaterial::set_normal_scale(float p_normal_scale) {
normal_scale = p_normal_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float SpatialMaterial::get_normal_scale() const {
return normal_scale;
}
void SpatialMaterial::set_rim(float p_rim) {
rim = p_rim;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float SpatialMaterial::get_rim() const {
return rim;
}
void SpatialMaterial::set_rim_tint(float p_rim_tint) {
rim_tint = p_rim_tint;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float SpatialMaterial::get_rim_tint() const {
return rim_tint;
}
void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
ao_light_affect = p_ao_light_affect;
VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
float SpatialMaterial::get_ao_light_affect() const {
return ao_light_affect;
}
void SpatialMaterial::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
float SpatialMaterial::get_clearcoat() const {
return clearcoat;
}
void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
clearcoat_gloss = p_clearcoat_gloss;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
}
float SpatialMaterial::get_clearcoat_gloss() const {
return clearcoat_gloss;
}
void SpatialMaterial::set_anisotropy(float p_anisotropy) {
anisotropy = p_anisotropy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
float SpatialMaterial::get_anisotropy() const {
return anisotropy;
}
void SpatialMaterial::set_depth_scale(float p_depth_scale) {
depth_scale = p_depth_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
}
float SpatialMaterial::get_depth_scale() const {
return depth_scale;
}
void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
subsurface_scattering_strength = p_subsurface_scattering_strength;
VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float SpatialMaterial::get_subsurface_scattering_strength() const {
return subsurface_scattering_strength;
}
void SpatialMaterial::set_transmission(const Color &p_transmission) {
transmission = p_transmission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
}
Color SpatialMaterial::get_transmission() const {
return transmission;
}
void SpatialMaterial::set_refraction(float p_refraction) {
refraction = p_refraction;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
float SpatialMaterial::get_refraction() const {
return refraction;
}
void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv) {
return;
}
detail_uv = p_detail_uv;
_queue_shader_change();
}
SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const {
return detail_uv;
}
void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
if (blend_mode == p_mode) {
return;
}
blend_mode = p_mode;
_queue_shader_change();
}
SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const {
return blend_mode;
}
void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
detail_blend_mode = p_mode;
_queue_shader_change();
}
SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const {
return detail_blend_mode;
}
void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
if (depth_draw_mode == p_mode) {
return;
}
depth_draw_mode = p_mode;
_queue_shader_change();
}
SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const {
return depth_draw_mode;
}
void SpatialMaterial::set_cull_mode(CullMode p_mode) {
if (cull_mode == p_mode) {
return;
}
cull_mode = p_mode;
_queue_shader_change();
}
SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const {
return cull_mode;
}
void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode == p_mode) {
return;
}
diffuse_mode = p_mode;
_queue_shader_change();
}
SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
return diffuse_mode;
}
void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
if (specular_mode == p_mode) {
return;
}
specular_mode = p_mode;
_queue_shader_change();
}
SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
return specular_mode;
}
void SpatialMaterial::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_ALPHA_SCISSOR ||
p_flag == FLAG_UNSHADED ||
p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
p_flag == FLAG_UV1_USE_TRIPLANAR ||
p_flag == FLAG_UV2_USE_TRIPLANAR) {
_change_notify();
}
_queue_shader_change();
}
bool SpatialMaterial::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void SpatialMaterial::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;
_change_notify();
_queue_shader_change();
}
bool SpatialMaterial::get_feature(Feature p_feature) const {
ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
return features[p_feature];
}
void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
_change_notify();
_queue_shader_change();
}
Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture>());
return textures[p_param];
}
Ref<Texture> SpatialMaterial::get_texture_by_name(StringName p_name) const {
for (int i = 0; i < (int)SpatialMaterial::TEXTURE_MAX; i++) {
TextureParam param = TextureParam(i);
if (p_name == shader_names->texture_names[param]) {
return textures[param];
}
}
return Ref<Texture>();
}
void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = 0;
}
}
void SpatialMaterial::_validate_high_end(const String &text, PropertyInfo &property) const {
if (property.name.begins_with(text)) {
property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
}
}
void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
_validate_feature("emission", FEATURE_EMISSION, property);
_validate_feature("rim", FEATURE_RIM, property);
_validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
_validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
_validate_feature("transmission", FEATURE_TRANSMISSION, property);
_validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property);
_validate_high_end("subsurf_scatter", property);
_validate_high_end("depth", property);
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
property.usage = 0;
}
if (property.name == "params_grow_amount" && !grow_enabled) {
property.usage = 0;
}
if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
property.usage = 0;
}
if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
property.usage = 0;
}
if (property.name == "uv1_triplanar_sharpness" && !flags[FLAG_UV1_USE_TRIPLANAR]) {
property.usage = 0;
}
if (property.name == "uv2_triplanar_sharpness" && !flags[FLAG_UV2_USE_TRIPLANAR]) {
property.usage = 0;
}
if (property.name == "params_alpha_scissor_threshold" && !flags[FLAG_USE_ALPHA_SCISSOR]) {
property.usage = 0;
}
if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
property.usage = 0;
}
if (flags[FLAG_UNSHADED]) {
if (property.name.begins_with("anisotropy")) {
property.usage = 0;
}
if (property.name.begins_with("ao")) {
property.usage = 0;
}
if (property.name.begins_with("clearcoat")) {
property.usage = 0;
}
if (property.name.begins_with("emission")) {
property.usage = 0;
}
if (property.name.begins_with("metallic")) {
property.usage = 0;
}
if (property.name.begins_with("normal")) {
property.usage = 0;
}
if (property.name.begins_with("rim")) {
property.usage = 0;
}
if (property.name.begins_with("roughness")) {
property.usage = 0;
}
if (property.name.begins_with("subsurf_scatter")) {
property.usage = 0;
}
if (property.name.begins_with("transmission")) {
property.usage = 0;
}
}
}
void SpatialMaterial::set_line_width(float p_line_width) {
line_width = p_line_width;
VS::get_singleton()->material_set_line_width(_get_material(), line_width);
}
float SpatialMaterial::get_line_width() const {
return line_width;
}
void SpatialMaterial::set_point_size(float p_point_size) {
point_size = p_point_size;
VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
float SpatialMaterial::get_point_size() const {
return point_size;
}
void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) {
uv1_scale = p_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
Vector3 SpatialMaterial::get_uv1_scale() const {
return uv1_scale;
}
void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) {
uv1_offset = p_offset;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
Vector3 SpatialMaterial::get_uv1_offset() const {
return uv1_offset;
}
void SpatialMaterial::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);
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const {
return uv1_triplanar_sharpness;
}
void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) {
uv2_scale = p_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
}
Vector3 SpatialMaterial::get_uv2_scale() const {
return uv2_scale;
}
void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) {
uv2_offset = p_offset;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
}
Vector3 SpatialMaterial::get_uv2_offset() const {
return uv2_offset;
}
void SpatialMaterial::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);
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {
return uv2_triplanar_sharpness;
}
void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) {
billboard_mode = p_mode;
_queue_shader_change();
_change_notify();
}
SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
return billboard_mode;
}
void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int SpatialMaterial::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int SpatialMaterial::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
void SpatialMaterial::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool SpatialMaterial::get_particles_anim_loop() const {
return particles_anim_loop;
}
void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
deep_parallax = p_enable;
_queue_shader_change();
_change_notify();
}
bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
return deep_parallax;
}
void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
deep_parallax_min_layers = p_layer;
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
}
int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
return deep_parallax_min_layers;
}
void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
deep_parallax_max_layers = p_layer;
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
}
int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
return deep_parallax_max_layers;
}
void SpatialMaterial::set_depth_deep_parallax_flip_tangent(bool p_flip) {
depth_parallax_flip_tangent = p_flip;
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
}
bool SpatialMaterial::get_depth_deep_parallax_flip_tangent() const {
return depth_parallax_flip_tangent;
}
void SpatialMaterial::set_depth_deep_parallax_flip_binormal(bool p_flip) {
depth_parallax_flip_binormal = p_flip;
VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
}
bool SpatialMaterial::get_depth_deep_parallax_flip_binormal() const {
return depth_parallax_flip_binormal;
}
void SpatialMaterial::set_grow_enabled(bool p_enable) {
grow_enabled = p_enable;
_queue_shader_change();
_change_notify();
}
bool SpatialMaterial::is_grow_enabled() const {
return grow_enabled;
}
void SpatialMaterial::set_alpha_scissor_threshold(float p_threshold) {
alpha_scissor_threshold = p_threshold;
VS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
}
float SpatialMaterial::get_alpha_scissor_threshold() const {
return alpha_scissor_threshold;
}
void SpatialMaterial::set_grow(float p_grow) {
grow = p_grow;
VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
}
float SpatialMaterial::get_grow() const {
return grow;
}
static Plane _get_texture_mask(SpatialMaterial::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 SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
metallic_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel() const {
return metallic_texture_channel;
}
void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
roughness_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
}
SpatialMaterial::TextureChannel SpatialMaterial::get_roughness_texture_channel() const {
return roughness_texture_channel;
}
void SpatialMaterial::set_ao_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
ao_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
SpatialMaterial::TextureChannel SpatialMaterial::get_ao_texture_channel() const {
return ao_texture_channel;
}
void SpatialMaterial::set_refraction_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
refraction_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
SpatialMaterial::TextureChannel SpatialMaterial::get_refraction_texture_channel() const {
return refraction_texture_channel;
}
RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, bool p_no_depth_test, bool p_fixed_size, bool p_sdf) {
uint64_t hash = 0;
if (p_shaded) {
hash |= 1 << 0;
}
if (p_transparent) {
hash |= 1 << 1;
}
if (p_cut_alpha) {
hash |= 1 << 2;
}
if (p_opaque_prepass) {
hash |= 1 << 3;
}
if (p_double_sided) {
hash |= 1 << 4;
}
if (p_billboard) {
hash |= 1 << 5;
}
if (p_billboard_y) {
hash |= 1 << 6;
}
if (p_no_depth_test) {
hash |= 1 << 7;
}
if (p_fixed_size) {
hash |= 1 << 8;
}
if (p_sdf) {
hash |= 1 << 9;
}
if (materials_for_2d.has(hash)) {
return materials_for_2d[hash]->get_rid();
}
Ref<SpatialMaterial> material;
material.instance();
material->set_flag(FLAG_UNSHADED, !p_shaded);
material->set_feature(FEATURE_TRANSPARENT, p_transparent);
material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
material->set_depth_draw_mode(p_opaque_prepass ? DEPTH_DRAW_ALPHA_OPAQUE_PREPASS : DEPTH_DRAW_OPAQUE_ONLY);
material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
material->set_flag(FLAG_USE_ALPHA_SCISSOR, p_cut_alpha);
material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth_test);
material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
material->set_flag(FLAG_ALBEDO_TEXTURE_SDF, p_sdf);
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[hash] = material;
// flush before using so we can access the shader right away
flush_changes();
return materials_for_2d[hash]->get_rid();
}
void SpatialMaterial::set_on_top_of_alpha() {
set_feature(FEATURE_TRANSPARENT, true);
set_render_priority(RENDER_PRIORITY_MAX);
set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
void SpatialMaterial::set_proximity_fade(bool p_enable) {
proximity_fade_enabled = p_enable;
_queue_shader_change();
_change_notify();
}
bool SpatialMaterial::is_proximity_fade_enabled() const {
return proximity_fade_enabled;
}
void SpatialMaterial::set_proximity_fade_distance(float p_distance) {
proximity_fade_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
}
float SpatialMaterial::get_proximity_fade_distance() const {
return proximity_fade_distance;
}
void SpatialMaterial::set_distance_fade(DistanceFadeMode p_mode) {
distance_fade = p_mode;
_queue_shader_change();
_change_notify();
}
SpatialMaterial::DistanceFadeMode SpatialMaterial::get_distance_fade() const {
return distance_fade;
}
void SpatialMaterial::set_distance_fade_max_distance(float p_distance) {
distance_fade_max_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
float SpatialMaterial::get_distance_fade_max_distance() const {
return distance_fade_max_distance;
}
void SpatialMaterial::set_distance_fade_min_distance(float p_distance) {
distance_fade_min_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
float SpatialMaterial::get_distance_fade_min_distance() const {
return distance_fade_min_distance;
}
void SpatialMaterial::set_emission_operator(EmissionOperator p_op) {
if (emission_op == p_op) {
return;
}
emission_op = p_op;
_queue_shader_change();
}
SpatialMaterial::EmissionOperator SpatialMaterial::get_emission_operator() const {
return emission_op;
}
RID SpatialMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
Shader::Mode SpatialMaterial::get_shader_mode() const {
return Shader::MODE_SPATIAL;
}
void SpatialMaterial::set_async_mode(AsyncMode p_mode) {
async_mode = p_mode;
_queue_shader_change();
_change_notify();
}
SpatialMaterial::AsyncMode SpatialMaterial::get_async_mode() const {
return async_mode;
}
void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &SpatialMaterial::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission);
ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy);
ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy);
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale);
ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale);
ClassDB::bind_method(D_METHOD("set_rim", "rim"), &SpatialMaterial::set_rim);
ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim);
ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint);
ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint);
ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat);
ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat);
ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss);
ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss);
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &SpatialMaterial::set_transmission);
ClassDB::bind_method(D_METHOD("get_transmission"), &SpatialMaterial::get_transmission);
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size);
ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv);
ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv);
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode);
ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_mode);
ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode);
ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_mode);
ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode);
ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &SpatialMaterial::get_flag);
ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &SpatialMaterial::set_feature);
ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::get_feature);
ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &SpatialMaterial::set_texture);
ClassDB::bind_method(D_METHOD("get_texture", "param"), &SpatialMaterial::get_texture);
ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode);
ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::get_detail_blend_mode);
ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &SpatialMaterial::set_uv1_scale);
ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::get_uv1_scale);
ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &SpatialMaterial::set_uv1_offset);
ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::get_uv1_offset);
ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv1_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &SpatialMaterial::get_uv1_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &SpatialMaterial::set_uv2_scale);
ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::get_uv2_scale);
ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &SpatialMaterial::set_uv2_offset);
ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::get_uv2_offset);
ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv2_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &SpatialMaterial::get_uv2_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode);
ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::get_billboard_mode);
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::get_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &SpatialMaterial::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_tangent", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_tangent);
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_tangent"), &SpatialMaterial::get_depth_deep_parallax_flip_tangent);
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_binormal", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_binormal);
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_binormal"), &SpatialMaterial::get_depth_deep_parallax_flip_binormal);
ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &SpatialMaterial::set_emission_operator);
ClassDB::bind_method(D_METHOD("get_emission_operator"), &SpatialMaterial::get_emission_operator);
ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::get_ao_light_affect);
ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled);
ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::is_grow_enabled);
ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &SpatialMaterial::set_metallic_texture_channel);
ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &SpatialMaterial::get_metallic_texture_channel);
ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &SpatialMaterial::set_roughness_texture_channel);
ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &SpatialMaterial::get_roughness_texture_channel);
ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &SpatialMaterial::set_ao_texture_channel);
ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &SpatialMaterial::get_ao_texture_channel);
ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &SpatialMaterial::set_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &SpatialMaterial::get_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &SpatialMaterial::set_proximity_fade);
ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &SpatialMaterial::is_proximity_fade_enabled);
ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &SpatialMaterial::set_proximity_fade_distance);
ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &SpatialMaterial::get_proximity_fade_distance);
ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &SpatialMaterial::set_distance_fade);
ClassDB::bind_method(D_METHOD("get_distance_fade"), &SpatialMaterial::get_distance_fade);
ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &SpatialMaterial::set_distance_fade_max_distance);
ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &SpatialMaterial::get_distance_fade_max_distance);
ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &SpatialMaterial::set_distance_fade_min_distance);
ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &SpatialMaterial::get_distance_fade_min_distance);
ClassDB::bind_method(D_METHOD("set_async_mode", "mode"), &SpatialMaterial::set_async_mode);
ClassDB::bind_method(D_METHOD("get_async_mode"), &SpatialMaterial::get_async_mode);
ADD_GROUP("Flags", "flags_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_world_triplanar"), "set_flag", "get_flag", FLAG_TRIPLANAR_USE_WORLD);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_ensure_correct_normals"), "set_flag", "get_flag", FLAG_ENSURE_CORRECT_NORMALS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_SDF);
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("Parameters", "params_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_use_alpha_scissor"), "set_flag", "get_flag", FLAG_USE_ALPHA_SCISSOR);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
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("Albedo", "albedo_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
ADD_GROUP("Metallic", "metallic_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "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::REAL, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "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::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy");
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, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
ADD_GROUP("NormalMap", "normal_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "Texture"), "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::REAL, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "Texture"), "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::REAL, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "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::REAL, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "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::REAL, "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, "Texture"), "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("Depth", "depth_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_depth_scale", "get_depth_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_tangent"), "set_depth_deep_parallax_flip_tangent", "get_depth_deep_parallax_flip_tangent");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_binormal"), "set_depth_deep_parallax_flip_binormal", "get_depth_deep_parallax_flip_binormal");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
ADD_GROUP("Transmission", "transmission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transmission_enabled"), "set_feature", "get_feature", FEATURE_TRANSMISSION);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "transmission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_transmission", "get_transmission");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "transmission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_TRANSMISSION);
ADD_GROUP("Refraction", "refraction_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "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, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "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, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
ADD_GROUP("UV1", "uv1_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "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::REAL, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
ADD_GROUP("UV2", "uv2_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "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::REAL, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
ADD_GROUP("Proximity Fade", "proximity_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
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::REAL, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "async_mode", PROPERTY_HINT_ENUM, "Visible,Hidden"), "set_async_mode", "get_async_mode");
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_DEPTH);
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION);
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_MAX);
BIND_ENUM_CONSTANT(DETAIL_UV_1);
BIND_ENUM_CONSTANT(DETAIL_UV_2);
BIND_ENUM_CONSTANT(FEATURE_TRANSPARENT);
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_DEPTH_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION);
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(DEPTH_DRAW_OPAQUE_ONLY);
BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
BIND_ENUM_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
BIND_ENUM_CONSTANT(CULL_BACK);
BIND_ENUM_CONSTANT(CULL_FRONT);
BIND_ENUM_CONSTANT(CULL_DISABLED);
BIND_ENUM_CONSTANT(FLAG_UNSHADED);
BIND_ENUM_CONSTANT(FLAG_USE_VERTEX_LIGHTING);
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_AO_ON_UV2);
BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
BIND_ENUM_CONSTANT(FLAG_USE_ALPHA_SCISSOR);
BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
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_ENSURE_CORRECT_NORMALS);
BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_SDF);
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_OREN_NAYAR);
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
BIND_ENUM_CONSTANT(SPECULAR_BLINN);
BIND_ENUM_CONSTANT(SPECULAR_PHONG);
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);
BIND_ENUM_CONSTANT(ASYNC_MODE_VISIBLE);
BIND_ENUM_CONSTANT(ASYNC_MODE_HIDDEN);
}
SpatialMaterial::SpatialMaterial() :
element(this) {
// 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(1.0);
set_normal_scale(1);
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
set_clearcoat_gloss(0.5);
set_anisotropy(0);
set_depth_scale(0.05);
set_subsurface_scattering_strength(0);
set_transmission(Color(0, 0, 0));
set_refraction(0.05);
set_line_width(1);
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_alpha_scissor_threshold(0.98);
emission_op = EMISSION_OP_ADD;
proximity_fade_enabled = false;
distance_fade = DISTANCE_FADE_DISABLED;
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);
grow_enabled = false;
set_grow(0.0);
deep_parallax = false;
depth_parallax_flip_tangent = false;
depth_parallax_flip_binormal = false;
set_depth_deep_parallax_min_layers(8);
set_depth_deep_parallax_max_layers(32);
set_depth_deep_parallax_flip_tangent(false); //also sets binormal
detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX;
detail_blend_mode = BLEND_MODE_MIX;
depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
cull_mode = CULL_BACK;
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
diffuse_mode = DIFFUSE_BURLEY;
specular_mode = SPECULAR_SCHLICK_GGX;
async_mode = ASYNC_MODE_VISIBLE;
for (int i = 0; i < FEATURE_MAX; i++) {
features[i] = false;
}
current_key.key = 0;
current_key.invalid_key = 1;
is_initialized = true;
_queue_shader_change();
}
SpatialMaterial::~SpatialMaterial() {
material_mutex.lock();
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
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
material_mutex.unlock();
}