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/*************************************************************************/
/* material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "material.h"
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# include "core/config/engine.h"
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# ifdef TOOLS_ENABLED
# include "editor/editor_settings.h"
# endif
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# include "scene/main/scene_tree.h"
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# include "scene/scene_string_names.h"
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void Material : : set_next_pass ( const Ref < Material > & p_pass ) {
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for ( Ref < Material > pass_child = p_pass ; pass_child ! = nullptr ; pass_child = pass_child - > get_next_pass ( ) ) {
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ERR_FAIL_COND_MSG ( pass_child = = this , " Can't set as next_pass one of its parents to prevent crashes due to recursive loop. " ) ;
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}
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if ( next_pass = = p_pass ) {
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return ;
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}
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next_pass = p_pass ;
RID next_pass_rid ;
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if ( next_pass . is_valid ( ) ) {
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next_pass_rid = next_pass - > get_rid ( ) ;
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}
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RS : : get_singleton ( ) - > material_set_next_pass ( material , next_pass_rid ) ;
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}
Ref < Material > Material : : get_next_pass ( ) const {
return next_pass ;
}
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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 ;
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RS : : get_singleton ( ) - > material_set_render_priority ( material , p_priority ) ;
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}
int Material : : get_render_priority ( ) const {
return render_priority ;
}
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RID Material : : get_rid ( ) const {
return material ;
}
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void Material : : _validate_property ( PropertyInfo & property ) const {
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if ( ! _can_do_next_pass ( ) & & property . name = = " next_pass " ) {
property . usage = 0 ;
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}
}
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void Material : : inspect_native_shader_code ( ) {
SceneTree * st = Object : : cast_to < SceneTree > ( OS : : get_singleton ( ) - > get_main_loop ( ) ) ;
RID shader = get_shader_rid ( ) ;
if ( st & & shader . is_valid ( ) ) {
st - > call_group ( " _native_shader_source_visualizer " , " _inspect_shader " , shader ) ;
}
}
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void Material : : _bind_methods ( ) {
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " inspect_native_shader_code " ) , & Material : : inspect_native_shader_code ) ;
ClassDB : : set_method_flags ( get_class_static ( ) , _scs_create ( " inspect_native_shader_code " ) , METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " next_pass " , PROPERTY_HINT_RESOURCE_TYPE , " Material " ) , " set_next_pass " , " get_next_pass " ) ;
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BIND_CONSTANT ( RENDER_PRIORITY_MAX ) ;
BIND_CONSTANT ( RENDER_PRIORITY_MIN ) ;
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}
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Material : : Material ( ) {
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material = RenderingServer : : get_singleton ( ) - > material_create ( ) ;
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render_priority = 0 ;
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}
Material : : ~ Material ( ) {
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RenderingServer : : get_singleton ( ) - > free ( material ) ;
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}
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///////////////////////////////////
bool ShaderMaterial : : _set ( const StringName & p_name , const Variant & p_value ) {
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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 ( ) ) ;
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}
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if ( n . find ( " shader_param/ " ) = = 0 ) { //backwards compatibility
pr = n . replace_first ( " shader_param/ " , " " ) ;
}
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}
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if ( pr ) {
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RenderingServer : : get_singleton ( ) - > material_set_param ( _get_material ( ) , pr , p_value ) ;
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return true ;
}
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}
return false ;
}
bool ShaderMaterial : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( shader . is_valid ( ) ) {
StringName pr = shader - > remap_param ( p_name ) ;
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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/ " , " " ) ;
}
}
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if ( pr ) {
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r_ret = RenderingServer : : get_singleton ( ) - > material_get_param ( _get_material ( ) , pr ) ;
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return true ;
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}
}
return false ;
}
void ShaderMaterial : : _get_property_list ( List < PropertyInfo > * p_list ) const {
if ( ! shader . is_null ( ) ) {
shader - > get_param_list ( p_list ) ;
}
}
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bool ShaderMaterial : : property_can_revert ( const String & p_name ) {
if ( shader . is_valid ( ) ) {
StringName pr = shader - > remap_param ( p_name ) ;
if ( pr ) {
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Variant default_value = RenderingServer : : get_singleton ( ) - > shader_get_param_default ( shader - > get_rid ( ) , pr ) ;
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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 ) {
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r_ret = RenderingServer : : get_singleton ( ) - > shader_get_param_default ( shader - > get_rid ( ) , pr ) ;
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}
}
return r_ret ;
}
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void ShaderMaterial : : set_shader ( const Ref < Shader > & p_shader ) {
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// Only connect/disconnect the signal when running in the editor.
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// This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`)
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// does nothing in non-editor builds anyway. See GH-34741 for details.
if ( shader . is_valid ( ) & & Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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shader - > disconnect ( " changed " , callable_mp ( this , & ShaderMaterial : : _shader_changed ) ) ;
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}
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shader = p_shader ;
RID rid ;
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if ( shader . is_valid ( ) ) {
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rid = shader - > get_rid ( ) ;
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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shader - > connect ( " changed " , callable_mp ( this , & ShaderMaterial : : _shader_changed ) ) ;
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}
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}
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , rid ) ;
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notify_property_list_changed ( ) ; //properties for shader exposed
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emit_changed ( ) ;
}
Ref < Shader > ShaderMaterial : : get_shader ( ) const {
return shader ;
}
void ShaderMaterial : : set_shader_param ( const StringName & p_param , const Variant & p_value ) {
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , p_param , p_value ) ;
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}
Variant ShaderMaterial : : get_shader_param ( const StringName & p_param ) const {
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return RS : : get_singleton ( ) - > material_get_param ( _get_material ( ) , p_param ) ;
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}
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void ShaderMaterial : : _shader_changed ( ) {
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notify_property_list_changed ( ) ; //update all properties
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}
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void ShaderMaterial : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_shader " , " shader " ) , & ShaderMaterial : : set_shader ) ;
ClassDB : : bind_method ( D_METHOD ( " get_shader " ) , & ShaderMaterial : : get_shader ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_shader_param " , " param " , " value " ) , & ShaderMaterial : : set_shader_param ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_shader_param " , " param " ) , & ShaderMaterial : : get_shader_param ) ;
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " shader " , PROPERTY_HINT_RESOURCE_TYPE , " Shader " ) , " set_shader " , " get_shader " ) ;
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}
void ShaderMaterial : : get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const {
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# ifdef TOOLS_ENABLED
const String quote_style = EDITOR_DEF ( " text_editor/completion/use_single_quotes " , 0 ) ? " ' " : " \" " ;
# else
const String quote_style = " \" " ;
# endif
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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 ( ) ) {
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r_options - > push_back ( quote_style + E - > get ( ) . name . replace_first ( " shader_param/ " , " " ) + quote_style ) ;
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}
}
}
Resource : : get_argument_options ( p_function , p_idx , r_options ) ;
}
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bool ShaderMaterial : : _can_do_next_pass ( ) const {
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return shader . is_valid ( ) & & shader - > get_mode ( ) = = Shader : : MODE_SPATIAL ;
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}
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Shader : : Mode ShaderMaterial : : get_shader_mode ( ) const {
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if ( shader . is_valid ( ) ) {
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return shader - > get_mode ( ) ;
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} else {
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return Shader : : MODE_SPATIAL ;
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}
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}
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RID ShaderMaterial : : get_shader_rid ( ) const {
if ( shader . is_valid ( ) ) {
return shader - > get_rid ( ) ;
} else {
return RID ( ) ;
}
}
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ShaderMaterial : : ShaderMaterial ( ) {
}
ShaderMaterial : : ~ ShaderMaterial ( ) {
}
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/////////////////////////////////
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Mutex BaseMaterial3D : : material_mutex ;
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SelfList < BaseMaterial3D > : : List * BaseMaterial3D : : dirty_materials = nullptr ;
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Map < BaseMaterial3D : : MaterialKey , BaseMaterial3D : : ShaderData > BaseMaterial3D : : shader_map ;
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BaseMaterial3D : : ShaderNames * BaseMaterial3D : : shader_names = nullptr ;
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void BaseMaterial3D : : init_shaders ( ) {
dirty_materials = memnew ( SelfList < BaseMaterial3D > : : List ) ;
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shader_names = memnew ( ShaderNames ) ;
shader_names - > albedo = " albedo " ;
shader_names - > specular = " specular " ;
shader_names - > roughness = " roughness " ;
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shader_names - > metallic = " metallic " ;
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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 " ;
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shader_names - > heightmap_scale = " heightmap_scale " ;
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shader_names - > subsurface_scattering_strength = " subsurface_scattering_strength " ;
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shader_names - > backlight = " backlight " ;
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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 " ;
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shader_names - > uv1_blend_sharpness = " uv1_blend_sharpness " ;
shader_names - > uv2_blend_sharpness = " uv2_blend_sharpness " ;
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shader_names - > particles_anim_h_frames = " particles_anim_h_frames " ;
shader_names - > particles_anim_v_frames = " particles_anim_v_frames " ;
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shader_names - > particles_anim_loop = " particles_anim_loop " ;
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shader_names - > heightmap_min_layers = " heightmap_min_layers " ;
shader_names - > heightmap_max_layers = " heightmap_max_layers " ;
shader_names - > heightmap_flip = " heightmap_flip " ;
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shader_names - > grow = " grow " ;
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shader_names - > ao_light_affect = " ao_light_affect " ;
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shader_names - > proximity_fade_distance = " proximity_fade_distance " ;
shader_names - > distance_fade_min = " distance_fade_min " ;
shader_names - > distance_fade_max = " distance_fade_max " ;
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shader_names - > metallic_texture_channel = " metallic_texture_channel " ;
shader_names - > ao_texture_channel = " ao_texture_channel " ;
shader_names - > clearcoat_texture_channel = " clearcoat_texture_channel " ;
shader_names - > rim_texture_channel = " rim_texture_channel " ;
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shader_names - > heightmap_texture_channel = " heightmap_texture_channel " ;
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shader_names - > refraction_texture_channel = " refraction_texture_channel " ;
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shader_names - > transmittance_color = " transmittance_color " ;
shader_names - > transmittance_curve = " transmittance_curve " ;
shader_names - > transmittance_depth = " transmittance_depth " ;
shader_names - > transmittance_boost = " transmittance_boost " ;
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shader_names - > texture_names [ TEXTURE_ALBEDO ] = " texture_albedo " ;
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shader_names - > texture_names [ TEXTURE_METALLIC ] = " texture_metallic " ;
shader_names - > texture_names [ TEXTURE_ROUGHNESS ] = " texture_roughness " ;
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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 " ;
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shader_names - > texture_names [ TEXTURE_HEIGHTMAP ] = " texture_heightmap " ;
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shader_names - > texture_names [ TEXTURE_SUBSURFACE_SCATTERING ] = " texture_subsurface_scattering " ;
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shader_names - > texture_names [ TEXTURE_SUBSURFACE_TRANSMITTANCE ] = " texture_subsurface_transmittance " ;
shader_names - > texture_names [ TEXTURE_BACKLIGHT ] = " texture_backlight " ;
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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 " ;
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shader_names - > texture_names [ TEXTURE_ORM ] = " texture_orm " ;
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shader_names - > alpha_scissor_threshold = " alpha_scissor_threshold " ;
shader_names - > alpha_hash_scale = " alpha_hash_scale " ;
shader_names - > alpha_antialiasing_edge = " alpha_antialiasing_edge " ;
shader_names - > albedo_texture_size = " albedo_texture_size " ;
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}
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Ref < StandardMaterial3D > BaseMaterial3D : : materials_for_2d [ BaseMaterial3D : : MAX_MATERIALS_FOR_2D ] ;
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void BaseMaterial3D : : finish_shaders ( ) {
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for ( int i = 0 ; i < MAX_MATERIALS_FOR_2D ; i + + ) {
materials_for_2d [ i ] . unref ( ) ;
}
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memdelete ( dirty_materials ) ;
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dirty_materials = nullptr ;
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memdelete ( shader_names ) ;
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}
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void BaseMaterial3D : : _update_shader ( ) {
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dirty_materials - > remove ( & element ) ;
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MaterialKey mk = _compute_key ( ) ;
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if ( mk = = current_key ) {
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return ; //no update required in the end
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}
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if ( shader_map . has ( current_key ) ) {
shader_map [ current_key ] . users - - ;
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if ( shader_map [ current_key ] . users = = 0 ) {
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//deallocate shader, as it's no longer in use
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RS : : get_singleton ( ) - > free ( shader_map [ current_key ] . shader ) ;
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shader_map . erase ( current_key ) ;
}
}
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current_key = mk ;
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if ( shader_map . has ( mk ) ) {
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , shader_map [ mk ] . shader ) ;
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shader_map [ mk ] . users + + ;
return ;
}
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String texfilter_str ;
switch ( texture_filter ) {
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case TEXTURE_FILTER_NEAREST :
texfilter_str = " filter_nearest " ;
break ;
case TEXTURE_FILTER_LINEAR :
texfilter_str = " filter_linear " ;
break ;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS :
texfilter_str = " filter_nearest_mipmap " ;
break ;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS :
texfilter_str = " filter_linear_mipmap " ;
break ;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC :
texfilter_str = " filter_nearest_mipmap_aniso " ;
break ;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC :
texfilter_str = " filter_linear_mipmap_aniso " ;
break ;
case TEXTURE_FILTER_MAX :
break ; // Internal value, skip.
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}
if ( flags [ FLAG_USE_TEXTURE_REPEAT ] ) {
texfilter_str + = " ,repeat_enable " ;
} else {
texfilter_str + = " ,repeat_disable " ;
}
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//must create a shader!
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String code = " shader_type spatial; \n render_mode " ;
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switch ( blend_mode ) {
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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 ;
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case BLEND_MODE_MAX :
break ; // Internal value, skip.
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}
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DepthDrawMode ddm = depth_draw_mode ;
if ( features [ FEATURE_REFRACTION ] ) {
ddm = DEPTH_DRAW_ALWAYS ;
}
switch ( ddm ) {
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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 ;
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case DEPTH_DRAW_MAX :
break ; // Internal value, skip.
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}
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switch ( cull_mode ) {
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case CULL_BACK :
code + = " ,cull_back " ;
break ;
case CULL_FRONT :
code + = " ,cull_front " ;
break ;
case CULL_DISABLED :
code + = " ,cull_disabled " ;
break ;
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case CULL_MAX :
break ; // Internal value, skip.
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}
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switch ( diffuse_mode ) {
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case DIFFUSE_BURLEY :
code + = " ,diffuse_burley " ;
break ;
case DIFFUSE_LAMBERT :
code + = " ,diffuse_lambert " ;
break ;
case DIFFUSE_LAMBERT_WRAP :
code + = " ,diffuse_lambert_wrap " ;
break ;
case DIFFUSE_TOON :
code + = " ,diffuse_toon " ;
break ;
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case DIFFUSE_MAX :
break ; // Internal value, skip.
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}
switch ( specular_mode ) {
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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 ;
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case SPECULAR_MAX :
break ; // Internal value, skip.
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}
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if ( features [ FEATURE_SUBSURFACE_SCATTERING ] & & flags [ FLAG_SUBSURFACE_MODE_SKIN ] ) {
code + = " ,sss_mode_skin " ;
}
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if ( shading_mode = = SHADING_MODE_UNSHADED ) {
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code + = " ,unshaded " ;
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}
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if ( flags [ FLAG_DISABLE_DEPTH_TEST ] ) {
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code + = " ,depth_test_disabled " ;
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}
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if ( flags [ FLAG_PARTICLE_TRAILS_MODE ] ) {
code + = " ,particle_trails " ;
}
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if ( shading_mode = = SHADING_MODE_PER_VERTEX ) {
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code + = " ,vertex_lighting " ;
}
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if ( flags [ FLAG_DONT_RECEIVE_SHADOWS ] ) {
code + = " ,shadows_disabled " ;
}
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if ( flags [ FLAG_DISABLE_AMBIENT_LIGHT ] ) {
code + = " ,ambient_light_disabled " ;
}
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if ( flags [ FLAG_USE_SHADOW_TO_OPACITY ] ) {
code + = " ,shadow_to_opacity " ;
}
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if ( transparency = = TRANSPARENCY_ALPHA_DEPTH_PRE_PASS ) {
code + = " ,depth_prepass_alpha " ;
}
// Although its technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
// it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
// saturate the MSAA mask
if ( transparency = = TRANSPARENCY_ALPHA_HASH | | transparency = = TRANSPARENCY_ALPHA_SCISSOR ) {
// alpha antialiasing is only useful in ALPHA_HASH or ALPHA_SCISSOR
if ( alpha_antialiasing_mode = = ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE ) {
code + = " ,alpha_to_coverage " ;
} else if ( alpha_antialiasing_mode = = ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE ) {
code + = " ,alpha_to_coverage_and_one " ;
}
}
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code + = " ; \n " ;
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code + = " uniform vec4 albedo : hint_color; \n " ;
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code + = " uniform sampler2D texture_albedo : hint_albedo, " + texfilter_str + " ; \n " ;
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if ( grow_enabled ) {
code + = " uniform float grow; \n " ;
}
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if ( proximity_fade_enabled ) {
code + = " uniform float proximity_fade_distance; \n " ;
}
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if ( distance_fade ! = DISTANCE_FADE_DISABLED ) {
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code + = " uniform float distance_fade_min; \n " ;
code + = " uniform float distance_fade_max; \n " ;
}
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// alpha scissor is only valid if there is not antialiasing edge
// alpha hash is valid whenever, but not with alpha scissor
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if ( transparency = = TRANSPARENCY_ALPHA_SCISSOR ) {
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code + = " uniform float alpha_scissor_threshold; \n " ;
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} else if ( transparency = = TRANSPARENCY_ALPHA_HASH ) {
code + = " uniform float alpha_hash_scale; \n " ;
}
// if alpha antialiasing isn't off, add in the edge variable
if ( alpha_antialiasing_mode ! = ALPHA_ANTIALIASING_OFF & &
( transparency = = TRANSPARENCY_ALPHA_SCISSOR | | transparency = = TRANSPARENCY_ALPHA_HASH ) ) {
code + = " uniform float alpha_antialiasing_edge; \n " ;
code + = " uniform ivec2 albedo_texture_size; \n " ;
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}
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code + = " uniform float point_size : hint_range(0,128); \n " ;
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//TODO ALL HINTS
if ( ! orm ) {
code + = " uniform float roughness : hint_range(0,1); \n " ;
code + = " uniform sampler2D texture_metallic : hint_white, " + texfilter_str + " ; \n " ;
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code + = " uniform vec4 metallic_texture_channel; \n " ;
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switch ( roughness_texture_channel ) {
case TEXTURE_CHANNEL_RED : {
code + = " uniform sampler2D texture_roughness : hint_roughness_r, " + texfilter_str + " ; \n " ;
} break ;
case TEXTURE_CHANNEL_GREEN : {
code + = " uniform sampler2D texture_roughness : hint_roughness_g, " + texfilter_str + " ; \n " ;
} break ;
case TEXTURE_CHANNEL_BLUE : {
code + = " uniform sampler2D texture_roughness : hint_roughness_b, " + texfilter_str + " ; \n " ;
} break ;
case TEXTURE_CHANNEL_ALPHA : {
code + = " uniform sampler2D texture_roughness : hint_roughness_a, " + texfilter_str + " ; \n " ;
} break ;
case TEXTURE_CHANNEL_GRAYSCALE : {
code + = " uniform sampler2D texture_roughness : hint_roughness_gray, " + texfilter_str + " ; \n " ;
} break ;
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case TEXTURE_CHANNEL_MAX :
break ; // Internal value, skip.
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}
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code + = " uniform float specular; \n " ;
code + = " uniform float metallic; \n " ;
} else {
code + = " uniform sampler2D texture_orm : hint_roughness_g, " + texfilter_str + " ; \n " ;
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}
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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 " ;
}
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if ( features [ FEATURE_EMISSION ] ) {
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code + = " uniform sampler2D texture_emission : hint_black_albedo, " + texfilter_str + " ; \n " ;
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code + = " uniform vec4 emission : hint_color; \n " ;
code + = " uniform float emission_energy; \n " ;
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}
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if ( features [ FEATURE_REFRACTION ] ) {
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code + = " uniform sampler2D texture_refraction : " + texfilter_str + " ; \n " ;
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code + = " uniform float refraction : hint_range(-16,16); \n " ;
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code + = " uniform vec4 refraction_texture_channel; \n " ;
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}
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if ( features [ FEATURE_NORMAL_MAPPING ] ) {
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code + = " uniform sampler2D texture_normal : hint_roughness_normal, " + texfilter_str + " ; \n " ;
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code + = " uniform float normal_scale : hint_range(-16,16); \n " ;
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}
if ( features [ FEATURE_RIM ] ) {
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code + = " uniform float rim : hint_range(0,1); \n " ;
code + = " uniform float rim_tint : hint_range(0,1); \n " ;
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code + = " uniform sampler2D texture_rim : hint_white, " + texfilter_str + " ; \n " ;
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}
if ( features [ FEATURE_CLEARCOAT ] ) {
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code + = " uniform float clearcoat : hint_range(0,1); \n " ;
code + = " uniform float clearcoat_gloss : hint_range(0,1); \n " ;
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code + = " uniform sampler2D texture_clearcoat : hint_white, " + texfilter_str + " ; \n " ;
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}
if ( features [ FEATURE_ANISOTROPY ] ) {
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code + = " uniform float anisotropy_ratio : hint_range(0,256); \n " ;
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code + = " uniform sampler2D texture_flowmap : hint_aniso, " + texfilter_str + " ; \n " ;
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}
if ( features [ FEATURE_AMBIENT_OCCLUSION ] ) {
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code + = " uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + " ; \n " ;
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code + = " uniform vec4 ao_texture_channel; \n " ;
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code + = " uniform float ao_light_affect; \n " ;
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}
if ( features [ FEATURE_DETAIL ] ) {
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code + = " uniform sampler2D texture_detail_albedo : hint_albedo, " + texfilter_str + " ; \n " ;
code + = " uniform sampler2D texture_detail_normal : hint_normal, " + texfilter_str + " ; \n " ;
code + = " uniform sampler2D texture_detail_mask : hint_white, " + texfilter_str + " ; \n " ;
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}
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if ( features [ FEATURE_SUBSURFACE_SCATTERING ] ) {
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code + = " uniform float subsurface_scattering_strength : hint_range(0,1); \n " ;
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code + = " uniform sampler2D texture_subsurface_scattering : hint_white, " + texfilter_str + " ; \n " ;
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}
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if ( features [ FEATURE_SUBSURFACE_TRANSMITTANCE ] ) {
code + = " uniform vec4 transmittance_color : hint_color; \n " ;
code + = " uniform float transmittance_depth; \n " ;
code + = " uniform sampler2D texture_subsurface_transmittance : hint_white, " + texfilter_str + " ; \n " ;
code + = " uniform float transmittance_curve; \n " ;
code + = " uniform float transmittance_boost; \n " ;
}
if ( features [ FEATURE_BACKLIGHT ] ) {
code + = " uniform vec4 backlight : hint_color; \n " ;
code + = " uniform sampler2D texture_backlight : hint_black, " + texfilter_str + " ; \n " ;
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}
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if ( features [ FEATURE_HEIGHT_MAPPING ] ) {
code + = " uniform sampler2D texture_heightmap : hint_black, " + texfilter_str + " ; \n " ;
code + = " uniform float heightmap_scale; \n " ;
code + = " uniform int heightmap_min_layers; \n " ;
code + = " uniform int heightmap_max_layers; \n " ;
code + = " uniform vec2 heightmap_flip; \n " ;
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}
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " varying vec3 uv1_triplanar_pos; \n " ;
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}
if ( flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
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code + = " varying vec3 uv2_triplanar_pos; \n " ;
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}
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 " ;
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code + = " \n \n " ;
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code + = " void vertex() { \n " ;
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if ( flags [ FLAG_SRGB_VERTEX_COLOR ] ) {
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code + = " \t if (!OUTPUT_IS_SRGB) { \n " ;
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code + = " \t \t COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); \n " ;
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code + = " \t } \n " ;
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}
if ( flags [ FLAG_USE_POINT_SIZE ] ) {
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code + = " \t POINT_SIZE=point_size; \n " ;
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}
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if ( shading_mode = = SHADING_MODE_PER_VERTEX ) {
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code + = " \t ROUGHNESS=roughness; \n " ;
}
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if ( ! flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t UV=UV*uv1_scale.xy+uv1_offset.xy; \n " ;
}
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switch ( billboard_mode ) {
case BILLBOARD_DISABLED : {
} break ;
case BILLBOARD_ENABLED : {
code + = " \t MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]); \n " ;
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if ( flags [ FLAG_BILLBOARD_KEEP_SCALE ] ) {
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code + = " \t MODELVIEW_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 " ;
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}
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} break ;
case BILLBOARD_FIXED_Y : {
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code + = " \t MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]); \n " ;
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if ( flags [ FLAG_BILLBOARD_KEEP_SCALE ] ) {
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code + = " \t MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 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 " ;
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} else {
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code + = " \t MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0)); \n " ;
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}
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} break ;
case BILLBOARD_PARTICLES : {
//make billboard
code + = " \t mat4 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
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code + = " \t mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
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//set modelview
code + = " \t MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world; \n " ;
//handle animation
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code + = " \t float h_frames = float(particles_anim_h_frames); \n " ;
code + = " \t float v_frames = float(particles_anim_v_frames); \n " ;
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code + = " \t float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames); \n " ;
code + = " \t float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames)); \n " ;
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code + = " \t if (!particles_anim_loop) { \n " ;
code + = " \t \t particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0); \n " ;
code + = " \t } else { \n " ;
code + = " \t \t particle_frame = mod(particle_frame, particle_total_frames); \n " ;
code + = " \t } " ;
code + = " \t UV /= vec2(h_frames, v_frames); \n " ;
code + = " \t UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames); \n " ;
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} break ;
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case BILLBOARD_MAX :
break ; // Internal value, skip.
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}
if ( flags [ FLAG_FIXED_SIZE ] ) {
code + = " \t if (PROJECTION_MATRIX[3][3] != 0.0) { \n " ;
//orthogonal matrix, try to do about the same
//with viewport size
code + = " \t \t float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1])); \n " ;
code + = " \t \t float sc = (h * 2.0); //consistent with Y-fov \n " ;
code + = " \t \t MODELVIEW_MATRIX[0]*=sc; \n " ;
code + = " \t \t MODELVIEW_MATRIX[1]*=sc; \n " ;
code + = " \t \t MODELVIEW_MATRIX[2]*=sc; \n " ;
code + = " \t } else { \n " ;
//just scale by depth
code + = " \t \t float sc = -(MODELVIEW_MATRIX)[3].z; \n " ;
code + = " \t \t MODELVIEW_MATRIX[0]*=sc; \n " ;
code + = " \t \t MODELVIEW_MATRIX[1]*=sc; \n " ;
code + = " \t \t MODELVIEW_MATRIX[2]*=sc; \n " ;
code + = " \t } \n " ;
}
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if ( detail_uv = = DETAIL_UV_2 & & ! flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
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code + = " \t UV2=UV2*uv2_scale.xy+uv2_offset.xy; \n " ;
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}
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] | | flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
//generate tangent and binormal in world space
code + = " \t TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x); \n " ;
code + = " \t TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y); \n " ;
code + = " \t TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z); \n " ;
code + = " \t TANGENT = normalize(TANGENT); \n " ;
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code + = " \t BINORMAL = vec3(0.0,-1.0,0.0) * abs(NORMAL.x); \n " ;
code + = " \t BINORMAL+= vec3(0.0,0.0,1.0) * abs(NORMAL.y); \n " ;
code + = " \t BINORMAL+= vec3(0.0,-1.0,0.0) * abs(NORMAL.z); \n " ;
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code + = " \t BINORMAL = normalize(BINORMAL); \n " ;
}
if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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if ( flags [ FLAG_UV1_USE_WORLD_TRIPLANAR ] ) {
code + = " \t uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness)); \n " ;
code + = " \t uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset; \n " ;
} else {
code + = " \t uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness)); \n " ;
code + = " \t uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset; \n " ;
}
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code + = " \t uv1_power_normal/=dot(uv1_power_normal,vec3(1.0)); \n " ;
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code + = " \t uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0); \n " ;
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}
if ( flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
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if ( flags [ FLAG_UV2_USE_WORLD_TRIPLANAR ] ) {
code + = " \t uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness)); \n " ;
code + = " \t uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset; \n " ;
} else {
code + = " \t uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness)); \n " ;
code + = " \t uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset; \n " ;
}
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code + = " \t uv2_power_normal/=dot(uv2_power_normal,vec3(1.0)); \n " ;
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code + = " \t uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0); \n " ;
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}
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if ( grow_enabled ) {
code + = " \t VERTEX+=NORMAL*grow; \n " ;
}
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code + = " } \n " ;
code + = " \n \n " ;
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] | | flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
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code + = " vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) { \n " ;
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code + = " \t vec4 samp=vec4(0.0); \n " ;
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code + = " \t samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z; \n " ;
code + = " \t samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y; \n " ;
code + = " \t samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x; \n " ;
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code + = " \t return samp; \n " ;
code + = " } \n " ;
}
code + = " \n \n " ;
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code + = " void fragment() { \n " ;
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2017-07-08 11:06:13 +00:00
if ( ! flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t vec2 base_uv = UV; \n " ;
}
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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 ] ) ) {
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code + = " \t vec2 base_uv2 = UV2; \n " ;
}
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if ( ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) & & features [ FEATURE_HEIGHT_MAPPING ] & & ! flags [ FLAG_UV1_USE_TRIPLANAR ] ) { //heightmap not supported with triplanar
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code + = " \t { \n " ;
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code + = " \t \t vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL)); \n " ; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
2017-06-04 21:08:06 +00:00
if ( deep_parallax ) {
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code + = " \t \t float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir))); \n " ;
2017-06-04 21:08:06 +00:00
code + = " \t \t float layer_depth = 1.0 / num_layers; \n " ;
code + = " \t \t float current_layer_depth = 0.0; \n " ;
2019-09-15 04:01:52 +00:00
code + = " \t \t vec2 P = view_dir.xy * heightmap_scale; \n " ;
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code + = " \t \t vec2 delta = P / num_layers; \n " ;
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code + = " \t \t vec2 ofs = base_uv; \n " ;
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if ( flags [ FLAG_INVERT_HEIGHTMAP ] ) {
code + = " \t \t float depth = texture(texture_heightmap, ofs).r; \n " ;
} else {
code + = " \t \t float depth = 1.0 - texture(texture_heightmap, ofs).r; \n " ;
}
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code + = " \t \t float current_depth = 0.0; \n " ;
code + = " \t \t while(current_depth < depth) { \n " ;
code + = " \t \t \t ofs -= delta; \n " ;
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if ( flags [ FLAG_INVERT_HEIGHTMAP ] ) {
code + = " \t \t \t depth = texture(texture_heightmap, ofs).r; \n " ;
} else {
code + = " \t \t \t depth = 1.0 - texture(texture_heightmap, ofs).r; \n " ;
}
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code + = " \t \t \t current_depth += layer_depth; \n " ;
code + = " \t \t } \n " ;
code + = " \t \t vec2 prev_ofs = ofs + delta; \n " ;
code + = " \t \t float after_depth = depth - current_depth; \n " ;
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if ( flags [ FLAG_INVERT_HEIGHTMAP ] ) {
code + = " \t \t float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth; \n " ;
} else {
code + = " \t \t float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth; \n " ;
}
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code + = " \t \t float weight = after_depth / (after_depth - before_depth); \n " ;
code + = " \t \t ofs = mix(ofs,prev_ofs,weight); \n " ;
} else {
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if ( flags [ FLAG_INVERT_HEIGHTMAP ] ) {
code + = " \t \t float depth = texture(texture_heightmap, base_uv).r; \n " ;
} else {
code + = " \t \t float depth = 1.0 - texture(texture_heightmap, base_uv).r; \n " ;
}
code + = " \t \t vec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale); \n " ;
2017-06-04 21:08:06 +00:00
}
code + = " \t \t base_uv=ofs; \n " ;
if ( features [ FEATURE_DETAIL ] & & detail_uv = = DETAIL_UV_2 ) {
code + = " \t \t base_uv2-=ofs; \n " ;
}
code + = " \t } \n " ;
}
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if ( flags [ FLAG_USE_POINT_SIZE ] ) {
code + = " \t vec4 albedo_tex = texture(texture_albedo,POINT_COORD); \n " ;
} else {
if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos); \n " ;
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} else {
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code + = " \t vec4 albedo_tex = texture(texture_albedo,base_uv); \n " ;
2017-07-08 11:06:13 +00:00
}
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}
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2019-11-03 00:42:36 +00:00
if ( flags [ FLAG_ALBEDO_TEXTURE_FORCE_SRGB ] ) {
code + = " \t albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045))); \n " ;
2017-12-04 18:55:20 +00:00
}
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if ( flags [ FLAG_ALBEDO_FROM_VERTEX_COLOR ] ) {
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code + = " \t albedo_tex *= COLOR; \n " ;
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}
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code + = " \t ALBEDO = albedo.rgb * albedo_tex.rgb; \n " ;
2019-10-26 22:28:54 +00:00
2019-09-15 04:01:52 +00:00
if ( ! orm ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel); \n " ;
} else {
code + = " \t float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); \n " ;
}
code + = " \t METALLIC = metallic_tex * metallic; \n " ;
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switch ( roughness_texture_channel ) {
case TEXTURE_CHANNEL_RED : {
code + = " \t vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); \n " ;
} break ;
case TEXTURE_CHANNEL_GREEN : {
code + = " \t vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0); \n " ;
} break ;
case TEXTURE_CHANNEL_BLUE : {
code + = " \t vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0); \n " ;
} break ;
case TEXTURE_CHANNEL_ALPHA : {
code + = " \t vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0); \n " ;
} break ;
case TEXTURE_CHANNEL_GRAYSCALE : {
code + = " \t vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0); \n " ;
} break ;
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case TEXTURE_CHANNEL_MAX :
break ; // Internal value, skip.
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}
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel); \n " ;
} else {
code + = " \t float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); \n " ;
}
code + = " \t ROUGHNESS = roughness_tex * roughness; \n " ;
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code + = " \t SPECULAR = specular; \n " ;
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} else {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t float orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos); \n " ;
} else {
code + = " \t float orm_tex = texture(texture_orm,base_uv); \n " ;
}
2019-10-26 22:28:54 +00:00
2019-09-15 04:01:52 +00:00
code + = " \t ROUGHNESS = orm_tex.g; \n " ;
code + = " \t METALLIC = orm_tex.b; \n " ;
}
2017-06-06 01:33:01 +00:00
if ( features [ FEATURE_NORMAL_MAPPING ] ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb; \n " ;
2017-07-08 11:06:13 +00:00
} else {
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code + = " \t NORMAL_MAP = texture(texture_normal,base_uv).rgb; \n " ;
2017-07-08 11:06:13 +00:00
}
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code + = " \t NORMAL_MAP_DEPTH = normal_scale; \n " ;
2016-10-27 14:50:26 +00:00
}
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if ( features [ FEATURE_EMISSION ] ) {
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if ( flags [ FLAG_EMISSION_ON_UV2 ] ) {
if ( flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
code + = " \t vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb; \n " ;
} else {
code + = " \t vec3 emission_tex = texture(texture_emission,base_uv2).rgb; \n " ;
}
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} else {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb; \n " ;
} else {
code + = " \t vec3 emission_tex = texture(texture_emission,base_uv).rgb; \n " ;
}
2017-07-08 11:06:13 +00:00
}
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2017-11-15 15:39:24 +00:00
if ( emission_op = = EMISSION_OP_ADD ) {
code + = " \t EMISSION = (emission.rgb+emission_tex)*emission_energy; \n " ;
} else {
code + = " \t EMISSION = (emission.rgb*emission_tex)*emission_energy; \n " ;
}
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}
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if ( features [ FEATURE_REFRACTION ] ) {
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if ( features [ FEATURE_NORMAL_MAPPING ] ) {
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code + = " \t vec3 unpacked_normal = NORMAL_MAP; \n " ;
code + = " \t unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0; \n " ;
code + = " \t unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy))); \n " ;
code + = " \t vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) ); \n " ;
2017-06-06 01:33:01 +00:00
} else {
code + = " \t vec3 ref_normal = NORMAL; \n " ;
}
2018-02-15 14:21:09 +00:00
if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction; \n " ;
} else {
code + = " \t vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction; \n " ;
}
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code + = " \t float ref_amount = 1.0 - albedo.a * albedo_tex.a; \n " ;
code + = " \t EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount; \n " ;
code + = " \t ALBEDO *= 1.0 - ref_amount; \n " ;
code + = " \t ALPHA = 1.0; \n " ;
2020-07-13 08:27:01 +00:00
} else if ( transparency ! = TRANSPARENCY_DISABLED | | flags [ FLAG_USE_SHADOW_TO_OPACITY ] | | ( distance_fade = = DISTANCE_FADE_PIXEL_ALPHA ) | | proximity_fade_enabled ) {
2017-06-06 01:33:01 +00:00
code + = " \t ALPHA = albedo.a * albedo_tex.a; \n " ;
2020-07-13 08:27:01 +00:00
}
if ( transparency = = TRANSPARENCY_ALPHA_HASH ) {
code + = " \t ALPHA_HASH_SCALE = alpha_hash_scale; \n " ;
2019-09-15 04:01:52 +00:00
} else if ( transparency = = TRANSPARENCY_ALPHA_SCISSOR ) {
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code + = " \t ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; \n " ;
}
if ( alpha_antialiasing_mode ! = ALPHA_ANTIALIASING_OFF & & ( transparency = = TRANSPARENCY_ALPHA_HASH | | transparency = = TRANSPARENCY_ALPHA_SCISSOR ) ) {
code + = " \t ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge; \n " ;
code + = " \t ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size); \n " ;
2016-11-21 01:49:53 +00:00
}
2019-02-22 14:32:37 +00:00
if ( proximity_fade_enabled ) {
2017-09-21 18:20:00 +00:00
code + = " \t float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r; \n " ;
code + = " \t vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0); \n " ;
code + = " \t world_pos.xyz/=world_pos.w; \n " ;
code + = " \t ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0); \n " ;
}
2018-08-22 13:23:28 +00:00
if ( distance_fade ! = DISTANCE_FADE_DISABLED ) {
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if ( ( distance_fade = = DISTANCE_FADE_OBJECT_DITHER | | distance_fade = = DISTANCE_FADE_PIXEL_DITHER ) ) {
2020-03-27 18:21:27 +00:00
if ( ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
2018-09-29 22:17:34 +00:00
code + = " \t { \n " ;
if ( distance_fade = = DISTANCE_FADE_OBJECT_DITHER ) {
code + = " \t \t float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z); \n " ;
} else {
code + = " \t \t float fade_distance=-VERTEX.z; \n " ;
}
code + = " \t \t float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0); \n " ;
code + = " \t \t int x = int(FRAGCOORD.x) % 4; \n " ;
code + = " \t \t int y = int(FRAGCOORD.y) % 4; \n " ;
code + = " \t \t int index = x + y * 4; \n " ;
code + = " \t \t float limit = 0.0; \n \n " ;
code + = " \t \t if (x < 8) { \n " ;
code + = " \t \t \t if (index == 0) limit = 0.0625; \n " ;
code + = " \t \t \t if (index == 1) limit = 0.5625; \n " ;
code + = " \t \t \t if (index == 2) limit = 0.1875; \n " ;
code + = " \t \t \t if (index == 3) limit = 0.6875; \n " ;
code + = " \t \t \t if (index == 4) limit = 0.8125; \n " ;
code + = " \t \t \t if (index == 5) limit = 0.3125; \n " ;
code + = " \t \t \t if (index == 6) limit = 0.9375; \n " ;
code + = " \t \t \t if (index == 7) limit = 0.4375; \n " ;
code + = " \t \t \t if (index == 8) limit = 0.25; \n " ;
code + = " \t \t \t if (index == 9) limit = 0.75; \n " ;
code + = " \t \t \t if (index == 10) limit = 0.125; \n " ;
code + = " \t \t \t if (index == 11) limit = 0.625; \n " ;
code + = " \t \t \t if (index == 12) limit = 1.0; \n " ;
code + = " \t \t \t if (index == 13) limit = 0.5; \n " ;
code + = " \t \t \t if (index == 14) limit = 0.875; \n " ;
code + = " \t \t \t if (index == 15) limit = 0.375; \n " ;
code + = " \t \t } \n \n " ;
code + = " \t if (fade < limit) \n " ;
code + = " \t \t discard; \n " ;
code + = " \t } \n \n " ;
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}
} else {
code + = " \t ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0); \n " ;
}
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}
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if ( features [ FEATURE_RIM ] ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy; \n " ;
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} else {
code + = " \t vec2 rim_tex = texture(texture_rim,base_uv).xy; \n " ;
}
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code + = " \t RIM = rim*rim_tex.x; " ;
code + = " \t RIM_TINT = rim_tint*rim_tex.y; \n " ;
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}
if ( features [ FEATURE_CLEARCOAT ] ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy; \n " ;
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} else {
code + = " \t vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy; \n " ;
}
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code + = " \t CLEARCOAT = clearcoat*clearcoat_tex.x; " ;
code + = " \t CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y; \n " ;
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}
if ( features [ FEATURE_ANISOTROPY ] ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga; \n " ;
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} else {
code + = " \t vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga; \n " ;
}
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code + = " \t ANISOTROPY = anisotropy_ratio*anisotropy_tex.b; \n " ;
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code + = " \t ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0; \n " ;
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}
if ( features [ FEATURE_AMBIENT_OCCLUSION ] ) {
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if ( ! orm ) {
if ( flags [ FLAG_AO_ON_UV2 ] ) {
if ( flags [ FLAG_UV2_USE_TRIPLANAR ] ) {
code + = " \t AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel); \n " ;
} else {
code + = " \t AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel); \n " ;
}
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} else {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel); \n " ;
} else {
code + = " \t AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel); \n " ;
}
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}
} else {
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code + = " \t AO = orm_tex.r; \n " ;
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}
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code + = " \t AO_LIGHT_AFFECT = ao_light_affect; \n " ;
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}
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if ( features [ FEATURE_SUBSURFACE_SCATTERING ] ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r; \n " ;
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} else {
code + = " \t float sss_tex = texture(texture_subsurface_scattering,base_uv).r; \n " ;
}
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code + = " \t SSS_STRENGTH=subsurface_scattering_strength*sss_tex; \n " ;
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}
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if ( features [ FEATURE_SUBSURFACE_TRANSMITTANCE ] ) {
if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
code + = " \t vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos); \n " ;
} else {
code + = " \t vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv); \n " ;
}
code + = " \t SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex; \n " ;
code + = " \t SSS_TRANSMITTANCE_DEPTH=transmittance_depth; \n " ;
code + = " \t SSS_TRANSMITTANCE_CURVE=transmittance_curve; \n " ;
code + = " \t SSS_TRANSMITTANCE_BOOST=transmittance_boost; \n " ;
}
if ( features [ FEATURE_BACKLIGHT ] ) {
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if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb; \n " ;
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} else {
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code + = " \t vec3 backlight_tex = texture(texture_backlight,base_uv).rgb; \n " ;
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}
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code + = " \t BACKLIGHT = (backlight.rgb+backlight_tex); \n " ;
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}
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if ( features [ FEATURE_DETAIL ] ) {
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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 " ;
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code + = " \t vec4 detail_tex = triplanar_texture(texture_detail_albedo, " + tp_uv + " _power_normal, " + tp_uv + " _triplanar_pos); \n " ;
code + = " \t vec4 detail_norm_tex = triplanar_texture(texture_detail_normal, " + tp_uv + " _power_normal, " + tp_uv + " _triplanar_pos); \n " ;
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} else {
String det_uv = detail_uv = = DETAIL_UV_1 ? " base_uv " : " base_uv2 " ;
code + = " \t vec4 detail_tex = texture(texture_detail_albedo, " + det_uv + " ); \n " ;
code + = " \t vec4 detail_norm_tex = texture(texture_detail_normal, " + det_uv + " ); \n " ;
}
if ( flags [ FLAG_UV1_USE_TRIPLANAR ] ) {
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code + = " \t vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos); \n " ;
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} else {
code + = " \t vec4 detail_mask_tex = texture(texture_detail_mask,base_uv); \n " ;
}
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switch ( detail_blend_mode ) {
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case BLEND_MODE_MIX : {
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code + = " \t vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a); \n " ;
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} break ;
case BLEND_MODE_ADD : {
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code + = " \t vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a); \n " ;
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} break ;
case BLEND_MODE_SUB : {
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code + = " \t vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a); \n " ;
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} break ;
case BLEND_MODE_MUL : {
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code + = " \t vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a); \n " ;
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} break ;
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case BLEND_MODE_MAX :
break ; // Internal value, skip.
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}
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code + = " \t vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a); \n " ;
code + = " \t NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r); \n " ;
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code + = " \t ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r); \n " ;
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}
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code + = " } \n " ;
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ShaderData shader_data ;
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shader_data . shader = RS : : get_singleton ( ) - > shader_create ( ) ;
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shader_data . users = 1 ;
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RS : : get_singleton ( ) - > shader_set_code ( shader_data . shader , code ) ;
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shader_map [ mk ] = shader_data ;
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , shader_data . shader ) ;
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}
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void BaseMaterial3D : : flush_changes ( ) {
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MutexLock lock ( material_mutex ) ;
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while ( dirty_materials - > first ( ) ) {
dirty_materials - > first ( ) - > self ( ) - > _update_shader ( ) ;
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}
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}
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void BaseMaterial3D : : _queue_shader_change ( ) {
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MutexLock lock ( material_mutex ) ;
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if ( ! element . in_list ( ) ) {
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dirty_materials - > add ( & element ) ;
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}
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}
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bool BaseMaterial3D : : _is_shader_dirty ( ) const {
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MutexLock lock ( material_mutex ) ;
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return element . in_list ( ) ;
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}
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void BaseMaterial3D : : set_albedo ( const Color & p_albedo ) {
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albedo = p_albedo ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > albedo , p_albedo ) ;
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}
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Color BaseMaterial3D : : get_albedo ( ) const {
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return albedo ;
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}
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void BaseMaterial3D : : set_specular ( float p_specular ) {
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specular = p_specular ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > specular , p_specular ) ;
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}
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float BaseMaterial3D : : get_specular ( ) const {
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return specular ;
}
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void BaseMaterial3D : : set_roughness ( float p_roughness ) {
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roughness = p_roughness ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > roughness , p_roughness ) ;
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}
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float BaseMaterial3D : : get_roughness ( ) const {
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return roughness ;
}
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void BaseMaterial3D : : set_metallic ( float p_metallic ) {
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metallic = p_metallic ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > metallic , p_metallic ) ;
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}
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float BaseMaterial3D : : get_metallic ( ) const {
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return metallic ;
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}
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void BaseMaterial3D : : set_emission ( const Color & p_emission ) {
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emission = p_emission ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission , p_emission ) ;
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}
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Color BaseMaterial3D : : get_emission ( ) const {
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return emission ;
}
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void BaseMaterial3D : : set_emission_energy ( float p_emission_energy ) {
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emission_energy = p_emission_energy ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > emission_energy , p_emission_energy ) ;
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}
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float BaseMaterial3D : : get_emission_energy ( ) const {
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return emission_energy ;
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}
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void BaseMaterial3D : : set_normal_scale ( float p_normal_scale ) {
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normal_scale = p_normal_scale ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > normal_scale , p_normal_scale ) ;
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}
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float BaseMaterial3D : : get_normal_scale ( ) const {
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return normal_scale ;
}
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void BaseMaterial3D : : set_rim ( float p_rim ) {
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rim = p_rim ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > rim , p_rim ) ;
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}
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float BaseMaterial3D : : get_rim ( ) const {
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return rim ;
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}
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void BaseMaterial3D : : set_rim_tint ( float p_rim_tint ) {
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rim_tint = p_rim_tint ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > rim_tint , p_rim_tint ) ;
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}
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float BaseMaterial3D : : get_rim_tint ( ) const {
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return rim_tint ;
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}
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void BaseMaterial3D : : set_ao_light_affect ( float p_ao_light_affect ) {
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ao_light_affect = p_ao_light_affect ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > ao_light_affect , p_ao_light_affect ) ;
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}
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float BaseMaterial3D : : get_ao_light_affect ( ) const {
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return ao_light_affect ;
}
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void BaseMaterial3D : : set_clearcoat ( float p_clearcoat ) {
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clearcoat = p_clearcoat ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > clearcoat , p_clearcoat ) ;
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}
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float BaseMaterial3D : : get_clearcoat ( ) const {
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return clearcoat ;
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}
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void BaseMaterial3D : : set_clearcoat_gloss ( float p_clearcoat_gloss ) {
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clearcoat_gloss = p_clearcoat_gloss ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > clearcoat_gloss , p_clearcoat_gloss ) ;
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}
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float BaseMaterial3D : : get_clearcoat_gloss ( ) const {
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return clearcoat_gloss ;
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}
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void BaseMaterial3D : : set_anisotropy ( float p_anisotropy ) {
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anisotropy = p_anisotropy ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > anisotropy , p_anisotropy ) ;
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}
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float BaseMaterial3D : : get_anisotropy ( ) const {
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return anisotropy ;
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}
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void BaseMaterial3D : : set_heightmap_scale ( float p_heightmap_scale ) {
heightmap_scale = p_heightmap_scale ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > heightmap_scale , p_heightmap_scale ) ;
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}
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float BaseMaterial3D : : get_heightmap_scale ( ) const {
return heightmap_scale ;
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}
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void BaseMaterial3D : : set_subsurface_scattering_strength ( float p_subsurface_scattering_strength ) {
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subsurface_scattering_strength = p_subsurface_scattering_strength ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > subsurface_scattering_strength , subsurface_scattering_strength ) ;
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}
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float BaseMaterial3D : : get_subsurface_scattering_strength ( ) const {
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return subsurface_scattering_strength ;
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}
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void BaseMaterial3D : : set_transmittance_color ( const Color & p_color ) {
transmittance_color = p_color ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > transmittance_color , p_color ) ;
}
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Color BaseMaterial3D : : get_transmittance_color ( ) const {
return transmittance_color ;
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}
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void BaseMaterial3D : : set_transmittance_depth ( float p_depth ) {
transmittance_depth = p_depth ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > transmittance_depth , p_depth ) ;
}
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float BaseMaterial3D : : get_transmittance_depth ( ) const {
return transmittance_depth ;
}
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void BaseMaterial3D : : set_transmittance_curve ( float p_curve ) {
transmittance_curve = p_curve ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > transmittance_curve , p_curve ) ;
}
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float BaseMaterial3D : : get_transmittance_curve ( ) const {
return transmittance_curve ;
}
void BaseMaterial3D : : set_transmittance_boost ( float p_boost ) {
transmittance_boost = p_boost ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > transmittance_boost , p_boost ) ;
}
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float BaseMaterial3D : : get_transmittance_boost ( ) const {
return transmittance_boost ;
}
void BaseMaterial3D : : set_backlight ( const Color & p_backlight ) {
backlight = p_backlight ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > backlight , backlight ) ;
}
Color BaseMaterial3D : : get_backlight ( ) const {
return backlight ;
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}
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void BaseMaterial3D : : set_refraction ( float p_refraction ) {
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refraction = p_refraction ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > refraction , refraction ) ;
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}
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float BaseMaterial3D : : get_refraction ( ) const {
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return refraction ;
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}
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void BaseMaterial3D : : set_detail_uv ( DetailUV p_detail_uv ) {
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if ( detail_uv = = p_detail_uv ) {
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return ;
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}
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detail_uv = p_detail_uv ;
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_queue_shader_change ( ) ;
}
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BaseMaterial3D : : DetailUV BaseMaterial3D : : get_detail_uv ( ) const {
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return detail_uv ;
}
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void BaseMaterial3D : : set_blend_mode ( BlendMode p_mode ) {
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if ( blend_mode = = p_mode ) {
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return ;
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}
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blend_mode = p_mode ;
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_queue_shader_change ( ) ;
}
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BaseMaterial3D : : BlendMode BaseMaterial3D : : get_blend_mode ( ) const {
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return blend_mode ;
}
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void BaseMaterial3D : : set_detail_blend_mode ( BlendMode p_mode ) {
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detail_blend_mode = p_mode ;
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_queue_shader_change ( ) ;
}
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BaseMaterial3D : : BlendMode BaseMaterial3D : : get_detail_blend_mode ( ) const {
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return detail_blend_mode ;
}
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void BaseMaterial3D : : set_transparency ( Transparency p_transparency ) {
if ( transparency = = p_transparency ) {
return ;
}
transparency = p_transparency ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
BaseMaterial3D : : Transparency BaseMaterial3D : : get_transparency ( ) const {
return transparency ;
}
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void BaseMaterial3D : : set_alpha_antialiasing ( AlphaAntiAliasing p_alpha_aa ) {
if ( alpha_antialiasing_mode = = p_alpha_aa ) {
return ;
}
alpha_antialiasing_mode = p_alpha_aa ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
BaseMaterial3D : : AlphaAntiAliasing BaseMaterial3D : : get_alpha_antialiasing ( ) const {
return alpha_antialiasing_mode ;
}
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void BaseMaterial3D : : set_shading_mode ( ShadingMode p_shading_mode ) {
if ( shading_mode = = p_shading_mode ) {
return ;
}
shading_mode = p_shading_mode ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
BaseMaterial3D : : ShadingMode BaseMaterial3D : : get_shading_mode ( ) const {
return shading_mode ;
}
void BaseMaterial3D : : set_depth_draw_mode ( DepthDrawMode p_mode ) {
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if ( depth_draw_mode = = p_mode ) {
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return ;
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}
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depth_draw_mode = p_mode ;
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_queue_shader_change ( ) ;
}
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BaseMaterial3D : : DepthDrawMode BaseMaterial3D : : get_depth_draw_mode ( ) const {
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return depth_draw_mode ;
}
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void BaseMaterial3D : : set_cull_mode ( CullMode p_mode ) {
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if ( cull_mode = = p_mode ) {
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return ;
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}
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cull_mode = p_mode ;
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_queue_shader_change ( ) ;
}
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BaseMaterial3D : : CullMode BaseMaterial3D : : get_cull_mode ( ) const {
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return cull_mode ;
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}
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void BaseMaterial3D : : set_diffuse_mode ( DiffuseMode p_mode ) {
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if ( diffuse_mode = = p_mode ) {
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return ;
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}
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diffuse_mode = p_mode ;
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_queue_shader_change ( ) ;
}
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BaseMaterial3D : : DiffuseMode BaseMaterial3D : : get_diffuse_mode ( ) const {
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return diffuse_mode ;
}
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void BaseMaterial3D : : set_specular_mode ( SpecularMode p_mode ) {
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if ( specular_mode = = p_mode ) {
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return ;
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}
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specular_mode = p_mode ;
_queue_shader_change ( ) ;
}
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BaseMaterial3D : : SpecularMode BaseMaterial3D : : get_specular_mode ( ) const {
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return specular_mode ;
}
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void BaseMaterial3D : : set_flag ( Flags p_flag , bool p_enabled ) {
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ERR_FAIL_INDEX ( p_flag , FLAG_MAX ) ;
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if ( flags [ p_flag ] = = p_enabled ) {
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return ;
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}
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flags [ p_flag ] = p_enabled ;
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if ( p_flag = = FLAG_USE_SHADOW_TO_OPACITY | | p_flag = = FLAG_USE_TEXTURE_REPEAT | | p_flag = = FLAG_SUBSURFACE_MODE_SKIN | | p_flag = = FLAG_USE_POINT_SIZE ) {
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notify_property_list_changed ( ) ;
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}
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if ( p_flag = = FLAG_PARTICLE_TRAILS_MODE ) {
update_configuration_warning ( ) ;
}
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_queue_shader_change ( ) ;
}
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bool BaseMaterial3D : : get_flag ( Flags p_flag ) const {
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ERR_FAIL_INDEX_V ( p_flag , FLAG_MAX , false ) ;
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return flags [ p_flag ] ;
}
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void BaseMaterial3D : : set_feature ( Feature p_feature , bool p_enabled ) {
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ERR_FAIL_INDEX ( p_feature , FEATURE_MAX ) ;
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if ( features [ p_feature ] = = p_enabled ) {
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return ;
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}
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features [ p_feature ] = p_enabled ;
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notify_property_list_changed ( ) ;
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_queue_shader_change ( ) ;
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}
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bool BaseMaterial3D : : get_feature ( Feature p_feature ) const {
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ERR_FAIL_INDEX_V ( p_feature , FEATURE_MAX , false ) ;
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return features [ p_feature ] ;
}
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void BaseMaterial3D : : set_texture ( TextureParam p_param , const Ref < Texture2D > & p_texture ) {
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ERR_FAIL_INDEX ( p_param , TEXTURE_MAX ) ;
textures [ p_param ] = p_texture ;
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RID rid = p_texture . is_valid ( ) ? p_texture - > get_rid ( ) : RID ( ) ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > texture_names [ p_param ] , rid ) ;
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if ( p_texture . is_valid ( ) & & p_param = = TEXTURE_ALBEDO ) {
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > albedo_texture_size ,
Vector2i ( p_texture - > get_width ( ) , p_texture - > get_height ( ) ) ) ;
}
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notify_property_list_changed ( ) ;
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_queue_shader_change ( ) ;
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}
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Ref < Texture2D > BaseMaterial3D : : get_texture ( TextureParam p_param ) const {
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ERR_FAIL_INDEX_V ( p_param , TEXTURE_MAX , Ref < Texture2D > ( ) ) ;
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return textures [ p_param ] ;
}
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Ref < Texture2D > BaseMaterial3D : : get_texture_by_name ( StringName p_name ) const {
for ( int i = 0 ; i < ( int ) BaseMaterial3D : : TEXTURE_MAX ; i + + ) {
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TextureParam param = TextureParam ( i ) ;
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if ( p_name = = shader_names - > texture_names [ param ] ) {
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return textures [ param ] ;
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}
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}
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return Ref < Texture2D > ( ) ;
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}
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void BaseMaterial3D : : set_texture_filter ( TextureFilter p_filter ) {
texture_filter = p_filter ;
_queue_shader_change ( ) ;
}
BaseMaterial3D : : TextureFilter BaseMaterial3D : : get_texture_filter ( ) const {
return texture_filter ;
}
void BaseMaterial3D : : _validate_feature ( const String & text , Feature feature , PropertyInfo & property ) const {
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if ( property . name . begins_with ( text ) & & property . name ! = text + " _enabled " & & ! features [ feature ] ) {
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property . usage = PROPERTY_USAGE_NOEDITOR ;
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}
}
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void BaseMaterial3D : : _validate_high_end ( const String & text , PropertyInfo & property ) const {
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if ( property . name . begins_with ( text ) ) {
property . usage | = PROPERTY_USAGE_HIGH_END_GFX ;
}
}
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void BaseMaterial3D : : _validate_property ( PropertyInfo & property ) const {
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_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 ) ;
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_validate_feature ( " heightmap " , FEATURE_HEIGHT_MAPPING , property ) ;
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_validate_feature ( " subsurf_scatter " , FEATURE_SUBSURFACE_SCATTERING , property ) ;
_validate_feature ( " backlight " , FEATURE_BACKLIGHT , property ) ;
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_validate_feature ( " refraction " , FEATURE_REFRACTION , property ) ;
_validate_feature ( " detail " , FEATURE_DETAIL , property ) ;
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_validate_high_end ( " refraction " , property ) ;
_validate_high_end ( " subsurf_scatter " , property ) ;
_validate_high_end ( " anisotropy " , property ) ;
_validate_high_end ( " clearcoat " , property ) ;
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_validate_high_end ( " heightmap " , property ) ;
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if ( property . name . begins_with ( " particles_anim_ " ) & & billboard_mode ! = BILLBOARD_PARTICLES ) {
property . usage = 0 ;
}
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if ( property . name = = " billboard_keep_scale " & & billboard_mode = = BILLBOARD_DISABLED ) {
property . usage = PROPERTY_USAGE_NOEDITOR ;
}
if ( property . name = = " grow_amount " & & ! grow_enabled ) {
property . usage = PROPERTY_USAGE_NOEDITOR ;
}
if ( property . name = = " point_size " & & ! flags [ FLAG_USE_POINT_SIZE ] ) {
property . usage = PROPERTY_USAGE_NOEDITOR ;
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}
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if ( property . name = = " proximity_fade_distance " & & ! proximity_fade_enabled ) {
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property . usage = PROPERTY_USAGE_NOEDITOR ;
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}
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if ( ( property . name = = " distance_fade_max_distance " | | property . name = = " distance_fade_min_distance " ) & & distance_fade = = DISTANCE_FADE_DISABLED ) {
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property . usage = PROPERTY_USAGE_NOEDITOR ;
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}
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// you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
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const bool can_select_aa = ( transparency = = TRANSPARENCY_ALPHA_SCISSOR | | transparency = = TRANSPARENCY_ALPHA_HASH ) ;
// alpha anti aliasiasing is only enabled when you can select aa
const bool alpha_aa_enabled = ( alpha_antialiasing_mode ! = ALPHA_ANTIALIASING_OFF ) & & can_select_aa ;
// alpha scissor slider isn't needed when alpha antialiasing is enabled
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if ( property . name = = " alpha_scissor_threshold " & & transparency ! = TRANSPARENCY_ALPHA_SCISSOR ) {
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property . usage = 0 ;
}
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// alpha hash scale slider is only needed if transparency is alpha hash
if ( property . name = = " alpha_hash_scale " & & transparency ! = TRANSPARENCY_ALPHA_HASH ) {
property . usage = 0 ;
}
if ( property . name = = " alpha_antialiasing_mode " & & ! can_select_aa ) {
property . usage = 0 ;
}
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// we can't choose an antialiasing mode if alpha isn't possible
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if ( property . name = = " alpha_antialiasing_edge " & & ! alpha_aa_enabled ) {
property . usage = 0 ;
}
if ( property . name = = " blend_mode " & & alpha_aa_enabled ) {
property . usage = 0 ;
}
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if ( ( property . name = = " heightmap_min_layers " | | property . name = = " heightmap_max_layers " ) & & ! deep_parallax ) {
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property . usage = 0 ;
}
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if ( flags [ FLAG_SUBSURFACE_MODE_SKIN ] & & ( property . name = = " subsurf_scatter_transmittance_color " | | property . name = = " subsurf_scatter_transmittance_texture " | | property . name = = " subsurf_scatter_transmittance_curve " ) ) {
property . usage = 0 ;
}
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if ( orm ) {
if ( property . name = = " shading_mode " ) {
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// Vertex not supported in ORM mode, since no individual roughness.
property . hint_string = " Unshaded,Per-Pixel " ;
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}
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if ( property . name . begins_with ( " roughness " ) | | property . name . begins_with ( " metallic " ) | | property . name . begins_with ( " ao_texture " ) ) {
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property . usage = 0 ;
}
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} else {
if ( property . name = = " orm_texture " ) {
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property . usage = 0 ;
}
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}
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if ( shading_mode ! = SHADING_MODE_PER_PIXEL ) {
if ( shading_mode ! = SHADING_MODE_PER_VERTEX ) {
//these may still work per vertex
if ( property . name . begins_with ( " ao " ) ) {
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 ( " rim " ) ) {
property . usage = 0 ;
}
if ( property . name . begins_with ( " roughness " ) ) {
property . usage = 0 ;
}
if ( property . name . begins_with ( " subsurf_scatter " ) ) {
property . usage = 0 ;
}
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}
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//these definitely only need per pixel
if ( property . name . begins_with ( " anisotropy " ) ) {
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property . usage = 0 ;
}
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if ( property . name . begins_with ( " clearcoat " ) ) {
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property . usage = 0 ;
}
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if ( property . name . begins_with ( " normal " ) ) {
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property . usage = 0 ;
}
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if ( property . name . begins_with ( " backlight " ) ) {
property . usage = 0 ;
}
if ( property . name . begins_with ( " transmittance " ) ) {
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property . usage = 0 ;
}
}
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}
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void BaseMaterial3D : : set_point_size ( float p_point_size ) {
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point_size = p_point_size ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > point_size , p_point_size ) ;
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}
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float BaseMaterial3D : : get_point_size ( ) const {
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return point_size ;
}
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void BaseMaterial3D : : set_uv1_scale ( const Vector3 & p_scale ) {
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uv1_scale = p_scale ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > uv1_scale , p_scale ) ;
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}
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Vector3 BaseMaterial3D : : get_uv1_scale ( ) const {
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return uv1_scale ;
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}
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void BaseMaterial3D : : set_uv1_offset ( const Vector3 & p_offset ) {
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uv1_offset = p_offset ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > uv1_offset , p_offset ) ;
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}
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Vector3 BaseMaterial3D : : get_uv1_offset ( ) const {
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return uv1_offset ;
}
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void BaseMaterial3D : : set_uv1_triplanar_blend_sharpness ( float p_sharpness ) {
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uv1_triplanar_sharpness = p_sharpness ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > uv1_blend_sharpness , p_sharpness ) ;
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}
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float BaseMaterial3D : : get_uv1_triplanar_blend_sharpness ( ) const {
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return uv1_triplanar_sharpness ;
}
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void BaseMaterial3D : : set_uv2_scale ( const Vector3 & p_scale ) {
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uv2_scale = p_scale ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > uv2_scale , p_scale ) ;
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}
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Vector3 BaseMaterial3D : : get_uv2_scale ( ) const {
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return uv2_scale ;
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}
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void BaseMaterial3D : : set_uv2_offset ( const Vector3 & p_offset ) {
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uv2_offset = p_offset ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > uv2_offset , p_offset ) ;
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}
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Vector3 BaseMaterial3D : : get_uv2_offset ( ) const {
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return uv2_offset ;
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}
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void BaseMaterial3D : : set_uv2_triplanar_blend_sharpness ( float p_sharpness ) {
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uv2_triplanar_sharpness = p_sharpness ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > uv2_blend_sharpness , p_sharpness ) ;
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}
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float BaseMaterial3D : : get_uv2_triplanar_blend_sharpness ( ) const {
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return uv2_triplanar_sharpness ;
}
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void BaseMaterial3D : : set_billboard_mode ( BillboardMode p_mode ) {
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billboard_mode = p_mode ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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BaseMaterial3D : : BillboardMode BaseMaterial3D : : get_billboard_mode ( ) const {
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return billboard_mode ;
}
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void BaseMaterial3D : : set_particles_anim_h_frames ( int p_frames ) {
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particles_anim_h_frames = p_frames ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > particles_anim_h_frames , p_frames ) ;
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}
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int BaseMaterial3D : : get_particles_anim_h_frames ( ) const {
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return particles_anim_h_frames ;
}
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void BaseMaterial3D : : set_particles_anim_v_frames ( int p_frames ) {
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particles_anim_v_frames = p_frames ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > particles_anim_v_frames , p_frames ) ;
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}
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int BaseMaterial3D : : get_particles_anim_v_frames ( ) const {
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return particles_anim_v_frames ;
}
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void BaseMaterial3D : : set_particles_anim_loop ( bool p_loop ) {
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particles_anim_loop = p_loop ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > particles_anim_loop , particles_anim_loop ) ;
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}
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bool BaseMaterial3D : : get_particles_anim_loop ( ) const {
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return particles_anim_loop ;
}
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void BaseMaterial3D : : set_heightmap_deep_parallax ( bool p_enable ) {
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deep_parallax = p_enable ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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bool BaseMaterial3D : : is_heightmap_deep_parallax_enabled ( ) const {
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return deep_parallax ;
}
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void BaseMaterial3D : : set_heightmap_deep_parallax_min_layers ( int p_layer ) {
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deep_parallax_min_layers = p_layer ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > heightmap_min_layers , p_layer ) ;
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}
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int BaseMaterial3D : : get_heightmap_deep_parallax_min_layers ( ) const {
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return deep_parallax_min_layers ;
}
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void BaseMaterial3D : : set_heightmap_deep_parallax_max_layers ( int p_layer ) {
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deep_parallax_max_layers = p_layer ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > heightmap_max_layers , p_layer ) ;
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}
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int BaseMaterial3D : : get_heightmap_deep_parallax_max_layers ( ) const {
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return deep_parallax_max_layers ;
}
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void BaseMaterial3D : : set_heightmap_deep_parallax_flip_tangent ( bool p_flip ) {
heightmap_parallax_flip_tangent = p_flip ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > heightmap_flip , Vector2 ( heightmap_parallax_flip_tangent ? - 1 : 1 , heightmap_parallax_flip_binormal ? - 1 : 1 ) ) ;
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}
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bool BaseMaterial3D : : get_heightmap_deep_parallax_flip_tangent ( ) const {
return heightmap_parallax_flip_tangent ;
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}
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void BaseMaterial3D : : set_heightmap_deep_parallax_flip_binormal ( bool p_flip ) {
heightmap_parallax_flip_binormal = p_flip ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > heightmap_flip , Vector2 ( heightmap_parallax_flip_tangent ? - 1 : 1 , heightmap_parallax_flip_binormal ? - 1 : 1 ) ) ;
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}
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bool BaseMaterial3D : : get_heightmap_deep_parallax_flip_binormal ( ) const {
return heightmap_parallax_flip_binormal ;
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}
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void BaseMaterial3D : : set_grow_enabled ( bool p_enable ) {
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grow_enabled = p_enable ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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bool BaseMaterial3D : : is_grow_enabled ( ) const {
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return grow_enabled ;
}
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void BaseMaterial3D : : set_alpha_scissor_threshold ( float p_threshold ) {
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alpha_scissor_threshold = p_threshold ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > alpha_scissor_threshold , p_threshold ) ;
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}
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float BaseMaterial3D : : get_alpha_scissor_threshold ( ) const {
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return alpha_scissor_threshold ;
}
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void BaseMaterial3D : : set_alpha_hash_scale ( float p_scale ) {
alpha_hash_scale = p_scale ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > alpha_hash_scale , p_scale ) ;
}
float BaseMaterial3D : : get_alpha_hash_scale ( ) const {
return alpha_hash_scale ;
}
void BaseMaterial3D : : set_alpha_antialiasing_edge ( float p_edge ) {
alpha_antialiasing_edge = p_edge ;
RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > alpha_antialiasing_edge , p_edge ) ;
}
float BaseMaterial3D : : get_alpha_antialiasing_edge ( ) const {
return alpha_antialiasing_edge ;
}
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void BaseMaterial3D : : set_grow ( float p_grow ) {
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grow = p_grow ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > grow , p_grow ) ;
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}
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float BaseMaterial3D : : get_grow ( ) const {
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return grow ;
}
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static Plane _get_texture_mask ( BaseMaterial3D : : TextureChannel p_channel ) {
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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 ] ;
}
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void BaseMaterial3D : : set_metallic_texture_channel ( TextureChannel p_channel ) {
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ERR_FAIL_INDEX ( p_channel , 5 ) ;
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metallic_texture_channel = p_channel ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > metallic_texture_channel , _get_texture_mask ( p_channel ) ) ;
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}
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BaseMaterial3D : : TextureChannel BaseMaterial3D : : get_metallic_texture_channel ( ) const {
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return metallic_texture_channel ;
}
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void BaseMaterial3D : : set_roughness_texture_channel ( TextureChannel p_channel ) {
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ERR_FAIL_INDEX ( p_channel , 5 ) ;
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roughness_texture_channel = p_channel ;
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_queue_shader_change ( ) ;
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}
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BaseMaterial3D : : TextureChannel BaseMaterial3D : : get_roughness_texture_channel ( ) const {
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return roughness_texture_channel ;
}
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void BaseMaterial3D : : set_ao_texture_channel ( TextureChannel p_channel ) {
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ERR_FAIL_INDEX ( p_channel , 5 ) ;
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ao_texture_channel = p_channel ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > ao_texture_channel , _get_texture_mask ( p_channel ) ) ;
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}
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BaseMaterial3D : : TextureChannel BaseMaterial3D : : get_ao_texture_channel ( ) const {
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return ao_texture_channel ;
}
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void BaseMaterial3D : : set_refraction_texture_channel ( TextureChannel p_channel ) {
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ERR_FAIL_INDEX ( p_channel , 5 ) ;
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refraction_texture_channel = p_channel ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > refraction_texture_channel , _get_texture_mask ( p_channel ) ) ;
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}
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BaseMaterial3D : : TextureChannel BaseMaterial3D : : get_refraction_texture_channel ( ) const {
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return refraction_texture_channel ;
}
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RID BaseMaterial3D : : 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 ) {
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int version = 0 ;
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if ( p_shaded ) {
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version = 1 ;
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}
if ( p_transparent ) {
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version | = 2 ;
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}
if ( p_cut_alpha ) {
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version | = 4 ;
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}
if ( p_opaque_prepass ) {
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version | = 8 ;
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}
if ( p_double_sided ) {
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version | = 16 ;
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}
if ( p_billboard ) {
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version | = 32 ;
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}
if ( p_billboard_y ) {
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version | = 64 ;
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}
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if ( materials_for_2d [ version ] . is_valid ( ) ) {
return materials_for_2d [ version ] - > get_rid ( ) ;
}
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Ref < StandardMaterial3D > material ;
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material . instance ( ) ;
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material - > set_shading_mode ( p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED ) ;
material - > set_transparency ( p_transparent ? ( p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : ( p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA ) ) : TRANSPARENCY_DISABLED ) ;
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material - > set_cull_mode ( p_double_sided ? CULL_DISABLED : CULL_BACK ) ;
material - > set_flag ( FLAG_SRGB_VERTEX_COLOR , true ) ;
material - > set_flag ( FLAG_ALBEDO_FROM_VERTEX_COLOR , true ) ;
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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 ) ;
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}
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materials_for_2d [ version ] = material ;
return materials_for_2d [ version ] - > get_rid ( ) ;
}
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void BaseMaterial3D : : set_on_top_of_alpha ( ) {
set_transparency ( TRANSPARENCY_DISABLED ) ;
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set_render_priority ( RENDER_PRIORITY_MAX ) ;
set_flag ( FLAG_DISABLE_DEPTH_TEST , true ) ;
}
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void BaseMaterial3D : : set_proximity_fade ( bool p_enable ) {
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proximity_fade_enabled = p_enable ;
_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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bool BaseMaterial3D : : is_proximity_fade_enabled ( ) const {
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return proximity_fade_enabled ;
}
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void BaseMaterial3D : : set_proximity_fade_distance ( float p_distance ) {
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proximity_fade_distance = p_distance ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > proximity_fade_distance , p_distance ) ;
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}
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float BaseMaterial3D : : get_proximity_fade_distance ( ) const {
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return proximity_fade_distance ;
}
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void BaseMaterial3D : : set_distance_fade ( DistanceFadeMode p_mode ) {
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distance_fade = p_mode ;
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_queue_shader_change ( ) ;
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notify_property_list_changed ( ) ;
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}
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BaseMaterial3D : : DistanceFadeMode BaseMaterial3D : : get_distance_fade ( ) const {
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return distance_fade ;
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}
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void BaseMaterial3D : : set_distance_fade_max_distance ( float p_distance ) {
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distance_fade_max_distance = p_distance ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > distance_fade_max , distance_fade_max_distance ) ;
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}
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float BaseMaterial3D : : get_distance_fade_max_distance ( ) const {
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return distance_fade_max_distance ;
}
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void BaseMaterial3D : : set_distance_fade_min_distance ( float p_distance ) {
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distance_fade_min_distance = p_distance ;
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RS : : get_singleton ( ) - > material_set_param ( _get_material ( ) , shader_names - > distance_fade_min , distance_fade_min_distance ) ;
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}
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float BaseMaterial3D : : get_distance_fade_min_distance ( ) const {
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return distance_fade_min_distance ;
}
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void BaseMaterial3D : : set_emission_operator ( EmissionOperator p_op ) {
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if ( emission_op = = p_op ) {
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return ;
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}
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emission_op = p_op ;
_queue_shader_change ( ) ;
}
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BaseMaterial3D : : EmissionOperator BaseMaterial3D : : get_emission_operator ( ) const {
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return emission_op ;
}
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RID BaseMaterial3D : : get_shader_rid ( ) const {
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ERR_FAIL_COND_V ( ! shader_map . has ( current_key ) , RID ( ) ) ;
return shader_map [ current_key ] . shader ;
}
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Shader : : Mode BaseMaterial3D : : get_shader_mode ( ) const {
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return Shader : : MODE_SPATIAL ;
}
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void BaseMaterial3D : : _bind_methods ( ) {
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static_assert ( sizeof ( MaterialKey ) = = 16 , " MaterialKey should be 16 bytes " ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_albedo " , " albedo " ) , & BaseMaterial3D : : set_albedo ) ;
ClassDB : : bind_method ( D_METHOD ( " get_albedo " ) , & BaseMaterial3D : : get_albedo ) ;
ClassDB : : bind_method ( D_METHOD ( " set_transparency " , " transparency " ) , & BaseMaterial3D : : set_transparency ) ;
ClassDB : : bind_method ( D_METHOD ( " get_transparency " ) , & BaseMaterial3D : : get_transparency ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_alpha_antialiasing " , " alpha_aa " ) , & BaseMaterial3D : : set_alpha_antialiasing ) ;
ClassDB : : bind_method ( D_METHOD ( " get_alpha_antialiasing " ) , & BaseMaterial3D : : get_alpha_antialiasing ) ;
ClassDB : : bind_method ( D_METHOD ( " set_alpha_antialiasing_edge " , " edge " ) , & BaseMaterial3D : : set_alpha_antialiasing_edge ) ;
ClassDB : : bind_method ( D_METHOD ( " get_alpha_antialiasing_edge " ) , & BaseMaterial3D : : get_alpha_antialiasing_edge ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_shading_mode " , " shading_mode " ) , & BaseMaterial3D : : set_shading_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_shading_mode " ) , & BaseMaterial3D : : get_shading_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_specular " , " specular " ) , & BaseMaterial3D : : set_specular ) ;
ClassDB : : bind_method ( D_METHOD ( " get_specular " ) , & BaseMaterial3D : : get_specular ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_metallic " , " metallic " ) , & BaseMaterial3D : : set_metallic ) ;
ClassDB : : bind_method ( D_METHOD ( " get_metallic " ) , & BaseMaterial3D : : get_metallic ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_roughness " , " roughness " ) , & BaseMaterial3D : : set_roughness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_roughness " ) , & BaseMaterial3D : : get_roughness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission " , " emission " ) , & BaseMaterial3D : : set_emission ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission " ) , & BaseMaterial3D : : get_emission ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_energy " , " emission_energy " ) , & BaseMaterial3D : : set_emission_energy ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_energy " ) , & BaseMaterial3D : : get_emission_energy ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_normal_scale " , " normal_scale " ) , & BaseMaterial3D : : set_normal_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_normal_scale " ) , & BaseMaterial3D : : get_normal_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_rim " , " rim " ) , & BaseMaterial3D : : set_rim ) ;
ClassDB : : bind_method ( D_METHOD ( " get_rim " ) , & BaseMaterial3D : : get_rim ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_rim_tint " , " rim_tint " ) , & BaseMaterial3D : : set_rim_tint ) ;
ClassDB : : bind_method ( D_METHOD ( " get_rim_tint " ) , & BaseMaterial3D : : get_rim_tint ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_clearcoat " , " clearcoat " ) , & BaseMaterial3D : : set_clearcoat ) ;
ClassDB : : bind_method ( D_METHOD ( " get_clearcoat " ) , & BaseMaterial3D : : get_clearcoat ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_clearcoat_gloss " , " clearcoat_gloss " ) , & BaseMaterial3D : : set_clearcoat_gloss ) ;
ClassDB : : bind_method ( D_METHOD ( " get_clearcoat_gloss " ) , & BaseMaterial3D : : get_clearcoat_gloss ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_anisotropy " , " anisotropy " ) , & BaseMaterial3D : : set_anisotropy ) ;
ClassDB : : bind_method ( D_METHOD ( " get_anisotropy " ) , & BaseMaterial3D : : get_anisotropy ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_heightmap_scale " , " heightmap_scale " ) , & BaseMaterial3D : : set_heightmap_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_heightmap_scale " ) , & BaseMaterial3D : : get_heightmap_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_subsurface_scattering_strength " , " strength " ) , & BaseMaterial3D : : set_subsurface_scattering_strength ) ;
ClassDB : : bind_method ( D_METHOD ( " get_subsurface_scattering_strength " ) , & BaseMaterial3D : : get_subsurface_scattering_strength ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_transmittance_color " , " color " ) , & BaseMaterial3D : : set_transmittance_color ) ;
ClassDB : : bind_method ( D_METHOD ( " get_transmittance_color " ) , & BaseMaterial3D : : get_transmittance_color ) ;
ClassDB : : bind_method ( D_METHOD ( " set_transmittance_depth " , " depth " ) , & BaseMaterial3D : : set_transmittance_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_transmittance_depth " ) , & BaseMaterial3D : : get_transmittance_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " set_transmittance_curve " , " curve " ) , & BaseMaterial3D : : set_transmittance_curve ) ;
ClassDB : : bind_method ( D_METHOD ( " get_transmittance_curve " ) , & BaseMaterial3D : : get_transmittance_curve ) ;
ClassDB : : bind_method ( D_METHOD ( " set_transmittance_boost " , " boost " ) , & BaseMaterial3D : : set_transmittance_boost ) ;
ClassDB : : bind_method ( D_METHOD ( " get_transmittance_boost " ) , & BaseMaterial3D : : get_transmittance_boost ) ;
ClassDB : : bind_method ( D_METHOD ( " set_backlight " , " backlight " ) , & BaseMaterial3D : : set_backlight ) ;
ClassDB : : bind_method ( D_METHOD ( " get_backlight " ) , & BaseMaterial3D : : get_backlight ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_refraction " , " refraction " ) , & BaseMaterial3D : : set_refraction ) ;
ClassDB : : bind_method ( D_METHOD ( " get_refraction " ) , & BaseMaterial3D : : get_refraction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_point_size " , " point_size " ) , & BaseMaterial3D : : set_point_size ) ;
ClassDB : : bind_method ( D_METHOD ( " get_point_size " ) , & BaseMaterial3D : : get_point_size ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_detail_uv " , " detail_uv " ) , & BaseMaterial3D : : set_detail_uv ) ;
ClassDB : : bind_method ( D_METHOD ( " get_detail_uv " ) , & BaseMaterial3D : : get_detail_uv ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_blend_mode " , " blend_mode " ) , & BaseMaterial3D : : set_blend_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_blend_mode " ) , & BaseMaterial3D : : get_blend_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_depth_draw_mode " , " depth_draw_mode " ) , & BaseMaterial3D : : set_depth_draw_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth_draw_mode " ) , & BaseMaterial3D : : get_depth_draw_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_cull_mode " , " cull_mode " ) , & BaseMaterial3D : : set_cull_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_cull_mode " ) , & BaseMaterial3D : : get_cull_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_diffuse_mode " , " diffuse_mode " ) , & BaseMaterial3D : : set_diffuse_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_diffuse_mode " ) , & BaseMaterial3D : : get_diffuse_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_specular_mode " , " specular_mode " ) , & BaseMaterial3D : : set_specular_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_specular_mode " ) , & BaseMaterial3D : : get_specular_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_flag " , " flag " , " enable " ) , & BaseMaterial3D : : set_flag ) ;
ClassDB : : bind_method ( D_METHOD ( " get_flag " , " flag " ) , & BaseMaterial3D : : get_flag ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture_filter " , " mode " ) , & BaseMaterial3D : : set_texture_filter ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_filter " ) , & BaseMaterial3D : : get_texture_filter ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_feature " , " feature " , " enable " ) , & BaseMaterial3D : : set_feature ) ;
ClassDB : : bind_method ( D_METHOD ( " get_feature " , " feature " ) , & BaseMaterial3D : : get_feature ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture " , " param " , " texture " ) , & BaseMaterial3D : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " , " param " ) , & BaseMaterial3D : : get_texture ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_detail_blend_mode " , " detail_blend_mode " ) , & BaseMaterial3D : : set_detail_blend_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_detail_blend_mode " ) , & BaseMaterial3D : : get_detail_blend_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_uv1_scale " , " scale " ) , & BaseMaterial3D : : set_uv1_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uv1_scale " ) , & BaseMaterial3D : : get_uv1_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_uv1_offset " , " offset " ) , & BaseMaterial3D : : set_uv1_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uv1_offset " ) , & BaseMaterial3D : : get_uv1_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_uv1_triplanar_blend_sharpness " , " sharpness " ) , & BaseMaterial3D : : set_uv1_triplanar_blend_sharpness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uv1_triplanar_blend_sharpness " ) , & BaseMaterial3D : : get_uv1_triplanar_blend_sharpness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_uv2_scale " , " scale " ) , & BaseMaterial3D : : set_uv2_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uv2_scale " ) , & BaseMaterial3D : : get_uv2_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_uv2_offset " , " offset " ) , & BaseMaterial3D : : set_uv2_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uv2_offset " ) , & BaseMaterial3D : : get_uv2_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_uv2_triplanar_blend_sharpness " , " sharpness " ) , & BaseMaterial3D : : set_uv2_triplanar_blend_sharpness ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uv2_triplanar_blend_sharpness " ) , & BaseMaterial3D : : get_uv2_triplanar_blend_sharpness ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_billboard_mode " , " mode " ) , & BaseMaterial3D : : set_billboard_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_billboard_mode " ) , & BaseMaterial3D : : get_billboard_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_particles_anim_h_frames " , " frames " ) , & BaseMaterial3D : : set_particles_anim_h_frames ) ;
ClassDB : : bind_method ( D_METHOD ( " get_particles_anim_h_frames " ) , & BaseMaterial3D : : get_particles_anim_h_frames ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_particles_anim_v_frames " , " frames " ) , & BaseMaterial3D : : set_particles_anim_v_frames ) ;
ClassDB : : bind_method ( D_METHOD ( " get_particles_anim_v_frames " ) , & BaseMaterial3D : : get_particles_anim_v_frames ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_particles_anim_loop " , " loop " ) , & BaseMaterial3D : : set_particles_anim_loop ) ;
ClassDB : : bind_method ( D_METHOD ( " get_particles_anim_loop " ) , & BaseMaterial3D : : get_particles_anim_loop ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_heightmap_deep_parallax " , " enable " ) , & BaseMaterial3D : : set_heightmap_deep_parallax ) ;
ClassDB : : bind_method ( D_METHOD ( " is_heightmap_deep_parallax_enabled " ) , & BaseMaterial3D : : is_heightmap_deep_parallax_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_heightmap_deep_parallax_min_layers " , " layer " ) , & BaseMaterial3D : : set_heightmap_deep_parallax_min_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_heightmap_deep_parallax_min_layers " ) , & BaseMaterial3D : : get_heightmap_deep_parallax_min_layers ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_heightmap_deep_parallax_max_layers " , " layer " ) , & BaseMaterial3D : : set_heightmap_deep_parallax_max_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_heightmap_deep_parallax_max_layers " ) , & BaseMaterial3D : : get_heightmap_deep_parallax_max_layers ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_heightmap_deep_parallax_flip_tangent " , " flip " ) , & BaseMaterial3D : : set_heightmap_deep_parallax_flip_tangent ) ;
ClassDB : : bind_method ( D_METHOD ( " get_heightmap_deep_parallax_flip_tangent " ) , & BaseMaterial3D : : get_heightmap_deep_parallax_flip_tangent ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_heightmap_deep_parallax_flip_binormal " , " flip " ) , & BaseMaterial3D : : set_heightmap_deep_parallax_flip_binormal ) ;
ClassDB : : bind_method ( D_METHOD ( " get_heightmap_deep_parallax_flip_binormal " ) , & BaseMaterial3D : : get_heightmap_deep_parallax_flip_binormal ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_grow " , " amount " ) , & BaseMaterial3D : : set_grow ) ;
ClassDB : : bind_method ( D_METHOD ( " get_grow " ) , & BaseMaterial3D : : get_grow ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_emission_operator " , " operator " ) , & BaseMaterial3D : : set_emission_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_emission_operator " ) , & BaseMaterial3D : : get_emission_operator ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_ao_light_affect " , " amount " ) , & BaseMaterial3D : : set_ao_light_affect ) ;
ClassDB : : bind_method ( D_METHOD ( " get_ao_light_affect " ) , & BaseMaterial3D : : get_ao_light_affect ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_alpha_scissor_threshold " , " threshold " ) , & BaseMaterial3D : : set_alpha_scissor_threshold ) ;
ClassDB : : bind_method ( D_METHOD ( " get_alpha_scissor_threshold " ) , & BaseMaterial3D : : get_alpha_scissor_threshold ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_alpha_hash_scale " , " threshold " ) , & BaseMaterial3D : : set_alpha_hash_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_alpha_hash_scale " ) , & BaseMaterial3D : : get_alpha_hash_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_grow_enabled " , " enable " ) , & BaseMaterial3D : : set_grow_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_grow_enabled " ) , & BaseMaterial3D : : is_grow_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_metallic_texture_channel " , " channel " ) , & BaseMaterial3D : : set_metallic_texture_channel ) ;
ClassDB : : bind_method ( D_METHOD ( " get_metallic_texture_channel " ) , & BaseMaterial3D : : get_metallic_texture_channel ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_roughness_texture_channel " , " channel " ) , & BaseMaterial3D : : set_roughness_texture_channel ) ;
ClassDB : : bind_method ( D_METHOD ( " get_roughness_texture_channel " ) , & BaseMaterial3D : : get_roughness_texture_channel ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_ao_texture_channel " , " channel " ) , & BaseMaterial3D : : set_ao_texture_channel ) ;
ClassDB : : bind_method ( D_METHOD ( " get_ao_texture_channel " ) , & BaseMaterial3D : : get_ao_texture_channel ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_refraction_texture_channel " , " channel " ) , & BaseMaterial3D : : set_refraction_texture_channel ) ;
ClassDB : : bind_method ( D_METHOD ( " get_refraction_texture_channel " ) , & BaseMaterial3D : : get_refraction_texture_channel ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_proximity_fade " , " enabled " ) , & BaseMaterial3D : : set_proximity_fade ) ;
ClassDB : : bind_method ( D_METHOD ( " is_proximity_fade_enabled " ) , & BaseMaterial3D : : is_proximity_fade_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_proximity_fade_distance " , " distance " ) , & BaseMaterial3D : : set_proximity_fade_distance ) ;
ClassDB : : bind_method ( D_METHOD ( " get_proximity_fade_distance " ) , & BaseMaterial3D : : get_proximity_fade_distance ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_distance_fade " , " mode " ) , & BaseMaterial3D : : set_distance_fade ) ;
ClassDB : : bind_method ( D_METHOD ( " get_distance_fade " ) , & BaseMaterial3D : : get_distance_fade ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_distance_fade_max_distance " , " distance " ) , & BaseMaterial3D : : set_distance_fade_max_distance ) ;
ClassDB : : bind_method ( D_METHOD ( " get_distance_fade_max_distance " ) , & BaseMaterial3D : : get_distance_fade_max_distance ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_distance_fade_min_distance " , " distance " ) , & BaseMaterial3D : : set_distance_fade_min_distance ) ;
ClassDB : : bind_method ( D_METHOD ( " get_distance_fade_min_distance " ) , & BaseMaterial3D : : get_distance_fade_min_distance ) ;
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ADD_GROUP ( " Transparency " , " " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " transparency " , PROPERTY_HINT_ENUM , " Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass " ) , " set_transparency " , " get_transparency " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " alpha_scissor_threshold " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_alpha_scissor_threshold " , " get_alpha_scissor_threshold " ) ;
2020-07-13 08:27:01 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " alpha_hash_scale " , PROPERTY_HINT_RANGE , " 0,2,0.01 " ) , " set_alpha_hash_scale " , " get_alpha_hash_scale " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " alpha_antialiasing_mode " , PROPERTY_HINT_ENUM , " Disabled,Alpha Edge Blend,Alpha Edge Clip " ) , " set_alpha_antialiasing " , " get_alpha_antialiasing " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " alpha_antialiasing_edge " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_alpha_antialiasing_edge " , " get_alpha_antialiasing_edge " ) ;
2021-05-22 02:30:58 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " blend_mode " , PROPERTY_HINT_ENUM , " Mix,Add,Subtract,Multiply " ) , " set_blend_mode " , " get_blend_mode " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " cull_mode " , PROPERTY_HINT_ENUM , " Back,Front,Disabled " ) , " set_cull_mode " , " get_cull_mode " ) ;
2020-02-12 14:22:55 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " depth_draw_mode " , PROPERTY_HINT_ENUM , " Opaque Only,Always,Never " ) , " set_depth_draw_mode " , " get_depth_draw_mode " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " no_depth_test " ) , " set_flag " , " get_flag " , FLAG_DISABLE_DEPTH_TEST ) ;
ADD_GROUP ( " Shading " , " " ) ;
2021-05-22 02:30:58 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " shading_mode " , PROPERTY_HINT_ENUM , " Unshaded,Per-Pixel,Per-Vertex " ) , " set_shading_mode " , " get_shading_mode " ) ;
2021-06-08 12:50:40 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " diffuse_mode " , PROPERTY_HINT_ENUM , " Burley,Lambert,Lambert Wrap,Toon " ) , " set_diffuse_mode " , " get_diffuse_mode " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " specular_mode " , PROPERTY_HINT_ENUM , " SchlickGGX,Blinn,Phong,Toon,Disabled " ) , " set_specular_mode " , " get_specular_mode " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " disable_ambient_light " ) , " set_flag " , " get_flag " , FLAG_DISABLE_AMBIENT_LIGHT ) ;
2017-09-21 18:20:00 +00:00
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Vertex Color " , " vertex_color " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " vertex_color_use_as_albedo " ) , " set_flag " , " get_flag " , FLAG_ALBEDO_FROM_VERTEX_COLOR ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " vertex_color_is_srgb " ) , " set_flag " , " get_flag " , FLAG_SRGB_VERTEX_COLOR ) ;
ADD_GROUP ( " Albedo " , " albedo_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " albedo_color " ) , " set_albedo " , " get_albedo " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " albedo_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_ALBEDO ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " albedo_tex_force_srgb " ) , " set_flag " , " get_flag " , FLAG_ALBEDO_TEXTURE_FORCE_SRGB ) ;
ADD_GROUP ( " ORM " , " orm_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " orm_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_ORM ) ;
2017-03-05 15:44:50 +00:00
2017-05-31 23:16:38 +00:00
ADD_GROUP ( " Metallic " , " metallic_ " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " metallic " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_metallic " , " get_metallic " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " metallic_specular " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_specular " , " get_specular " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " metallic_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_METALLIC ) ;
2017-08-02 18:34:55 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " metallic_texture_channel " , PROPERTY_HINT_ENUM , " Red,Green,Blue,Alpha,Gray " ) , " set_metallic_texture_channel " , " get_metallic_texture_channel " ) ;
2017-05-31 23:16:38 +00:00
ADD_GROUP ( " Roughness " , " roughness_ " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " roughness " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_roughness " , " get_roughness " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " roughness_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_ROUGHNESS ) ;
2017-08-02 18:34:55 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " roughness_texture_channel " , PROPERTY_HINT_ENUM , " Red,Green,Blue,Alpha,Gray " ) , " set_roughness_texture_channel " , " get_roughness_texture_channel " ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Emission " , " emission_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " emission_enabled " ) , " set_feature " , " get_feature " , FEATURE_EMISSION ) ;
2017-06-25 21:57:28 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " emission " , PROPERTY_HINT_COLOR_NO_ALPHA ) , " set_emission " , " get_emission " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " emission_energy " , PROPERTY_HINT_RANGE , " 0,16,0.01,or_greater " ) , " set_emission_energy " , " get_emission_energy " ) ;
2017-11-15 15:39:24 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " emission_operator " , PROPERTY_HINT_ENUM , " Add,Multiply " ) , " set_emission_operator " , " get_emission_operator " ) ;
2017-12-14 11:59:46 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " emission_on_uv2 " ) , " set_flag " , " get_flag " , FLAG_EMISSION_ON_UV2 ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " emission_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_EMISSION ) ;
2017-03-05 15:44:50 +00:00
2017-04-06 21:18:09 +00:00
ADD_GROUP ( " NormalMap " , " normal_ " ) ;
2017-03-05 15:44:50 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " normal_enabled " ) , " set_feature " , " get_feature " , FEATURE_NORMAL_MAPPING ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " normal_scale " , PROPERTY_HINT_RANGE , " -16,16,0.01 " ) , " set_normal_scale " , " get_normal_scale " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " normal_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_NORMAL ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Rim " , " rim_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " rim_enabled " ) , " set_feature " , " get_feature " , FEATURE_RIM ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " rim " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_rim " , " get_rim " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " rim_tint " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_rim_tint " , " get_rim_tint " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " rim_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_RIM ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Clearcoat " , " clearcoat_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " clearcoat_enabled " ) , " set_feature " , " get_feature " , FEATURE_CLEARCOAT ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " clearcoat " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_clearcoat " , " get_clearcoat " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " clearcoat_gloss " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_clearcoat_gloss " , " get_clearcoat_gloss " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " clearcoat_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_CLEARCOAT ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Anisotropy " , " anisotropy_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " anisotropy_enabled " ) , " set_feature " , " get_feature " , FEATURE_ANISOTROPY ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " anisotropy " , PROPERTY_HINT_RANGE , " -1,1,0.01 " ) , " set_anisotropy " , " get_anisotropy " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " anisotropy_flowmap " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_FLOWMAP ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Ambient Occlusion " , " ao_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " ao_enabled " ) , " set_feature " , " get_feature " , FEATURE_AMBIENT_OCCLUSION ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " ao_light_affect " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_ao_light_affect " , " get_ao_light_affect " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " ao_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_AMBIENT_OCCLUSION ) ;
2017-07-08 11:06:13 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " ao_on_uv2 " ) , " set_flag " , " get_flag " , FLAG_AO_ON_UV2 ) ;
2017-08-02 18:34:55 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " ao_texture_channel " , PROPERTY_HINT_ENUM , " Red,Green,Blue,Alpha,Gray " ) , " set_ao_texture_channel " , " get_ao_texture_channel " ) ;
2017-03-05 15:44:50 +00:00
2019-09-15 04:01:52 +00:00
ADD_GROUP ( " Height " , " heightmap_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " heightmap_enabled " ) , " set_feature " , " get_feature " , FEATURE_HEIGHT_MAPPING ) ;
2020-12-05 20:43:32 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " heightmap_scale " , PROPERTY_HINT_RANGE , " -16,16,0.001 " ) , " set_heightmap_scale " , " get_heightmap_scale " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " heightmap_deep_parallax " ) , " set_heightmap_deep_parallax " , " is_heightmap_deep_parallax_enabled " ) ;
2020-12-05 20:43:32 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " heightmap_min_layers " , PROPERTY_HINT_RANGE , " 1,64,1 " ) , " set_heightmap_deep_parallax_min_layers " , " get_heightmap_deep_parallax_min_layers " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " heightmap_max_layers " , PROPERTY_HINT_RANGE , " 1,64,1 " ) , " set_heightmap_deep_parallax_max_layers " , " get_heightmap_deep_parallax_max_layers " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " heightmap_flip_tangent " ) , " set_heightmap_deep_parallax_flip_tangent " , " get_heightmap_deep_parallax_flip_tangent " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " heightmap_flip_binormal " ) , " set_heightmap_deep_parallax_flip_binormal " , " get_heightmap_deep_parallax_flip_binormal " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " heightmap_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_HEIGHTMAP ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " heightmap_flip_texture " ) , " set_flag " , " get_flag " , FLAG_INVERT_HEIGHTMAP ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Subsurf Scatter " , " subsurf_scatter_ " ) ;
2020-04-08 01:51:52 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " subsurf_scatter_enabled " ) , " set_feature " , " get_feature " , FEATURE_SUBSURFACE_SCATTERING ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " subsurf_scatter_strength " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_subsurface_scattering_strength " , " get_subsurface_scattering_strength " ) ;
2020-04-04 02:42:26 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " subsurf_scatter_skin_mode " ) , " set_flag " , " get_flag " , FLAG_SUBSURFACE_MODE_SKIN ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " subsurf_scatter_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_SUBSURFACE_SCATTERING ) ;
2017-03-05 15:44:50 +00:00
2020-04-08 01:51:52 +00:00
ADD_SUBGROUP ( " Transmittance " , " subsurf_scatter_transmittance_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " subsurf_scatter_transmittance_enabled " ) , " set_feature " , " get_feature " , FEATURE_SUBSURFACE_TRANSMITTANCE ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " subsurf_scatter_transmittance_color " ) , " set_transmittance_color " , " get_transmittance_color " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " subsurf_scatter_transmittance_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_SUBSURFACE_TRANSMITTANCE ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " subsurf_scatter_transmittance_depth " , PROPERTY_HINT_RANGE , " 0.001,8,0.001,or_greater " ) , " set_transmittance_depth " , " get_transmittance_depth " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " subsurf_scatter_transmittance_curve " , PROPERTY_HINT_EXP_EASING , " 0.01,16,0.01 " ) , " set_transmittance_curve " , " get_transmittance_curve " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " subsurf_scatter_transmittance_boost " , PROPERTY_HINT_RANGE , " 0.00,1.0,0.01 " ) , " set_transmittance_boost " , " get_transmittance_boost " ) ;
ADD_GROUP ( " Back Lighting " , " backlight_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " backlight_enabled " ) , " set_feature " , " get_feature " , FEATURE_BACKLIGHT ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " backlight " , PROPERTY_HINT_COLOR_NO_ALPHA ) , " set_backlight " , " get_backlight " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " backlight_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_BACKLIGHT ) ;
2017-09-03 13:29:56 +00:00
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Refraction " , " refraction_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " refraction_enabled " ) , " set_feature " , " get_feature " , FEATURE_REFRACTION ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " refraction_scale " , PROPERTY_HINT_RANGE , " -1,1,0.01 " ) , " set_refraction " , " get_refraction " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " refraction_texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_REFRACTION ) ;
2017-08-02 18:34:55 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " refraction_texture_channel " , PROPERTY_HINT_ENUM , " Red,Green,Blue,Alpha,Gray " ) , " set_refraction_texture_channel " , " get_refraction_texture_channel " ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " Detail " , " detail_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " detail_enabled " ) , " set_feature " , " get_feature " , FEATURE_DETAIL ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " detail_mask " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_DETAIL_MASK ) ;
2021-05-22 02:30:58 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " detail_blend_mode " , PROPERTY_HINT_ENUM , " Mix,Add,Subtract,Multiply " ) , " set_detail_blend_mode " , " get_detail_blend_mode " ) ;
2017-03-05 15:44:50 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " detail_uv_layer " , PROPERTY_HINT_ENUM , " UV1,UV2 " ) , " set_detail_uv " , " get_detail_uv " ) ;
2019-06-11 18:43:37 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " detail_albedo " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_DETAIL_ALBEDO ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : OBJECT , " detail_normal " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " , TEXTURE_DETAIL_NORMAL ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " UV1 " , " uv1_ " ) ;
2017-07-08 11:06:13 +00:00
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 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " uv1_triplanar_sharpness " , PROPERTY_HINT_EXP_EASING ) , " set_uv1_triplanar_blend_sharpness " , " get_uv1_triplanar_blend_sharpness " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " uv1_world_triplanar " ) , " set_flag " , " get_flag " , FLAG_UV1_USE_WORLD_TRIPLANAR ) ;
2017-03-05 15:44:50 +00:00
ADD_GROUP ( " UV2 " , " uv2_ " ) ;
2017-07-08 11:06:13 +00:00
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 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " uv2_triplanar_sharpness " , PROPERTY_HINT_EXP_EASING ) , " set_uv2_triplanar_blend_sharpness " , " get_uv2_triplanar_blend_sharpness " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " uv2_world_triplanar " ) , " set_flag " , " get_flag " , FLAG_UV2_USE_WORLD_TRIPLANAR ) ;
ADD_GROUP ( " Sampling " , " texture_ " ) ;
2020-02-29 17:04:28 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_filter " , PROPERTY_HINT_ENUM , " Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Aniso.,Linear Mipmap Aniso. " ) , " set_texture_filter " , " get_texture_filter " ) ;
2019-09-15 04:01:52 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " texture_repeat " ) , " set_flag " , " get_flag " , FLAG_USE_TEXTURE_REPEAT ) ;
ADD_GROUP ( " Shadows " , " " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " disable_receive_shadows " ) , " set_flag " , " get_flag " , FLAG_DONT_RECEIVE_SHADOWS ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " shadow_to_opacity " ) , " set_flag " , " get_flag " , FLAG_USE_SHADOW_TO_OPACITY ) ;
2017-03-05 15:44:50 +00:00
2019-09-15 04:01:52 +00:00
ADD_GROUP ( " Billboard " , " billboard_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " billboard_mode " , PROPERTY_HINT_ENUM , " Disabled,Enabled,Y-Billboard,Particle Billboard " ) , " set_billboard_mode " , " get_billboard_mode " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " billboard_keep_scale " ) , " set_flag " , " get_flag " , FLAG_BILLBOARD_KEEP_SCALE ) ;
ADD_GROUP ( " Particles Anim " , " particles_anim_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " particles_anim_h_frames " , PROPERTY_HINT_RANGE , " 1,128,1 " ) , " set_particles_anim_h_frames " , " get_particles_anim_h_frames " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " particles_anim_v_frames " , PROPERTY_HINT_RANGE , " 1,128,1 " ) , " set_particles_anim_v_frames " , " get_particles_anim_v_frames " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " particles_anim_loop " ) , " set_particles_anim_loop " , " get_particles_anim_loop " ) ;
ADD_GROUP ( " Grow " , " grow_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " grow " ) , " set_grow_enabled " , " is_grow_enabled " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " grow_amount " , PROPERTY_HINT_RANGE , " -16,16,0.001 " ) , " set_grow " , " get_grow " ) ;
2019-09-15 04:01:52 +00:00
ADD_GROUP ( " Transform " , " " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " fixed_size " ) , " set_flag " , " get_flag " , FLAG_FIXED_SIZE ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " use_point_size " ) , " set_flag " , " get_flag " , FLAG_USE_POINT_SIZE ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " point_size " , PROPERTY_HINT_RANGE , " 0.1,128,0.1 " ) , " set_point_size " , " get_point_size " ) ;
2021-04-27 15:43:49 +00:00
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " use_particle_trails " ) , " set_flag " , " get_flag " , FLAG_PARTICLE_TRAILS_MODE ) ;
2017-09-21 18:20:00 +00:00
ADD_GROUP ( " Proximity Fade " , " proximity_fade_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " proximity_fade_enable " ) , " set_proximity_fade " , " is_proximity_fade_enabled " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " proximity_fade_distance " , PROPERTY_HINT_RANGE , " 0,4096,0.01 " ) , " set_proximity_fade_distance " , " get_proximity_fade_distance " ) ;
2017-09-21 18:20:00 +00:00
ADD_GROUP ( " Distance Fade " , " distance_fade_ " ) ;
2018-08-22 13:23:28 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " distance_fade_mode " , PROPERTY_HINT_ENUM , " Disabled,PixelAlpha,PixelDither,ObjectDither " ) , " set_distance_fade " , " get_distance_fade " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " 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 : : FLOAT , " distance_fade_max_distance " , PROPERTY_HINT_RANGE , " 0,4096,0.01 " ) , " set_distance_fade_max_distance " , " get_distance_fade_max_distance " ) ;
2017-09-21 18:20:00 +00:00
2017-08-20 15:45:01 +00:00
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 ) ;
2019-09-15 04:01:52 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_HEIGHTMAP ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_SUBSURFACE_SCATTERING ) ;
2020-04-08 01:51:52 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_SUBSURFACE_TRANSMITTANCE ) ;
BIND_ENUM_CONSTANT ( TEXTURE_BACKLIGHT ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_REFRACTION ) ;
BIND_ENUM_CONSTANT ( TEXTURE_DETAIL_MASK ) ;
BIND_ENUM_CONSTANT ( TEXTURE_DETAIL_ALBEDO ) ;
BIND_ENUM_CONSTANT ( TEXTURE_DETAIL_NORMAL ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_ORM ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_MAX ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_NEAREST ) ;
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_LINEAR ) ;
2020-02-19 23:31:43 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_NEAREST_WITH_MIPMAPS ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_LINEAR_WITH_MIPMAPS ) ;
2020-02-19 23:31:43 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC ) ;
BIND_ENUM_CONSTANT ( TEXTURE_FILTER_MAX ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( DETAIL_UV_1 ) ;
BIND_ENUM_CONSTANT ( DETAIL_UV_2 ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( TRANSPARENCY_DISABLED ) ;
BIND_ENUM_CONSTANT ( TRANSPARENCY_ALPHA ) ;
BIND_ENUM_CONSTANT ( TRANSPARENCY_ALPHA_SCISSOR ) ;
2020-07-13 08:27:01 +00:00
BIND_ENUM_CONSTANT ( TRANSPARENCY_ALPHA_HASH ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( TRANSPARENCY_ALPHA_DEPTH_PRE_PASS ) ;
BIND_ENUM_CONSTANT ( TRANSPARENCY_MAX ) ;
BIND_ENUM_CONSTANT ( SHADING_MODE_UNSHADED ) ;
BIND_ENUM_CONSTANT ( SHADING_MODE_PER_PIXEL ) ;
BIND_ENUM_CONSTANT ( SHADING_MODE_PER_VERTEX ) ;
BIND_ENUM_CONSTANT ( SHADING_MODE_MAX ) ;
2017-08-20 15:45:01 +00:00
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 ) ;
2019-09-15 04:01:52 +00:00
BIND_ENUM_CONSTANT ( FEATURE_HEIGHT_MAPPING ) ;
2020-04-08 01:51:52 +00:00
BIND_ENUM_CONSTANT ( FEATURE_SUBSURFACE_SCATTERING ) ;
BIND_ENUM_CONSTANT ( FEATURE_SUBSURFACE_TRANSMITTANCE ) ;
BIND_ENUM_CONSTANT ( FEATURE_BACKLIGHT ) ;
2017-08-20 15:45:01 +00:00
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 ) ;
2020-07-13 08:27:01 +00:00
BIND_ENUM_CONSTANT ( ALPHA_ANTIALIASING_OFF ) ;
BIND_ENUM_CONSTANT ( ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE ) ;
BIND_ENUM_CONSTANT ( ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( DEPTH_DRAW_OPAQUE_ONLY ) ;
BIND_ENUM_CONSTANT ( DEPTH_DRAW_ALWAYS ) ;
BIND_ENUM_CONSTANT ( DEPTH_DRAW_DISABLED ) ;
BIND_ENUM_CONSTANT ( CULL_BACK ) ;
BIND_ENUM_CONSTANT ( CULL_FRONT ) ;
BIND_ENUM_CONSTANT ( CULL_DISABLED ) ;
2017-09-01 15:56:52 +00:00
BIND_ENUM_CONSTANT ( FLAG_DISABLE_DEPTH_TEST ) ;
2017-08-20 15:45:01 +00:00
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 ) ;
2018-04-22 10:11:05 +00:00
BIND_ENUM_CONSTANT ( FLAG_BILLBOARD_KEEP_SCALE ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( FLAG_UV1_USE_TRIPLANAR ) ;
BIND_ENUM_CONSTANT ( FLAG_UV2_USE_TRIPLANAR ) ;
2019-09-15 04:01:52 +00:00
BIND_ENUM_CONSTANT ( FLAG_UV1_USE_WORLD_TRIPLANAR ) ;
BIND_ENUM_CONSTANT ( FLAG_UV2_USE_WORLD_TRIPLANAR ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( FLAG_AO_ON_UV2 ) ;
2017-12-14 11:59:46 +00:00
BIND_ENUM_CONSTANT ( FLAG_EMISSION_ON_UV2 ) ;
2017-12-04 18:55:20 +00:00
BIND_ENUM_CONSTANT ( FLAG_ALBEDO_TEXTURE_FORCE_SRGB ) ;
2018-03-29 16:46:42 +00:00
BIND_ENUM_CONSTANT ( FLAG_DONT_RECEIVE_SHADOWS ) ;
2018-07-17 19:30:43 +00:00
BIND_ENUM_CONSTANT ( FLAG_DISABLE_AMBIENT_LIGHT ) ;
2019-05-20 14:37:13 +00:00
BIND_ENUM_CONSTANT ( FLAG_USE_SHADOW_TO_OPACITY ) ;
2019-09-15 04:01:52 +00:00
BIND_ENUM_CONSTANT ( FLAG_USE_TEXTURE_REPEAT ) ;
2020-02-12 08:59:06 +00:00
BIND_ENUM_CONSTANT ( FLAG_INVERT_HEIGHTMAP ) ;
2020-04-04 02:42:26 +00:00
BIND_ENUM_CONSTANT ( FLAG_SUBSURFACE_MODE_SKIN ) ;
2021-04-27 15:43:49 +00:00
BIND_ENUM_CONSTANT ( FLAG_PARTICLE_TRAILS_MODE ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( FLAG_MAX ) ;
2017-10-01 22:08:49 +00:00
BIND_ENUM_CONSTANT ( DIFFUSE_BURLEY ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( DIFFUSE_LAMBERT ) ;
2017-09-03 13:29:56 +00:00
BIND_ENUM_CONSTANT ( DIFFUSE_LAMBERT_WRAP ) ;
2017-08-20 15:45:01 +00:00
BIND_ENUM_CONSTANT ( DIFFUSE_TOON ) ;
2017-10-23 05:42:36 +00:00
BIND_ENUM_CONSTANT ( SPECULAR_SCHLICK_GGX ) ;
2017-08-20 15:45:01 +00:00
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 ) ;
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BIND_ENUM_CONSTANT ( EMISSION_OP_ADD ) ;
BIND_ENUM_CONSTANT ( EMISSION_OP_MULTIPLY ) ;
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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 ) ;
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}
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BaseMaterial3D : : BaseMaterial3D ( bool p_orm ) :
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element ( this ) {
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orm = p_orm ;
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// Initialize to the same values as the shader
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set_albedo ( Color ( 1.0 , 1.0 , 1.0 , 1.0 ) ) ;
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set_specular ( 0.5 ) ;
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set_roughness ( 1.0 ) ;
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set_metallic ( 0.0 ) ;
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set_emission ( Color ( 0 , 0 , 0 ) ) ;
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set_emission_energy ( 1.0 ) ;
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set_normal_scale ( 1 ) ;
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set_rim ( 1.0 ) ;
set_rim_tint ( 0.5 ) ;
set_clearcoat ( 1 ) ;
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set_clearcoat_gloss ( 0.5 ) ;
set_anisotropy ( 0 ) ;
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set_heightmap_scale ( 0.05 ) ;
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set_subsurface_scattering_strength ( 0 ) ;
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set_backlight ( Color ( 0 , 0 , 0 ) ) ;
set_transmittance_color ( Color ( 1 , 1 , 1 , 1 ) ) ;
set_transmittance_depth ( 0.1 ) ;
set_transmittance_curve ( 1.0 ) ;
set_transmittance_boost ( 0.0 ) ;
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set_refraction ( 0.05 ) ;
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set_point_size ( 1 ) ;
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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 ) ;
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set_billboard_mode ( BILLBOARD_DISABLED ) ;
set_particles_anim_h_frames ( 1 ) ;
set_particles_anim_v_frames ( 1 ) ;
set_particles_anim_loop ( false ) ;
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set_transparency ( TRANSPARENCY_DISABLED ) ;
set_alpha_antialiasing ( ALPHA_ANTIALIASING_OFF ) ;
set_alpha_scissor_threshold ( 0.05 ) ;
set_alpha_hash_scale ( 1.0 ) ;
set_alpha_antialiasing_edge ( 0.3 ) ;
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set_proximity_fade_distance ( 1 ) ;
set_distance_fade_min_distance ( 0 ) ;
set_distance_fade_max_distance ( 10 ) ;
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set_ao_light_affect ( 0.0 ) ;
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set_metallic_texture_channel ( TEXTURE_CHANNEL_RED ) ;
set_roughness_texture_channel ( TEXTURE_CHANNEL_RED ) ;
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set_ao_texture_channel ( TEXTURE_CHANNEL_RED ) ;
set_refraction_texture_channel ( TEXTURE_CHANNEL_RED ) ;
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set_grow ( 0.0 ) ;
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set_heightmap_deep_parallax_min_layers ( 8 ) ;
set_heightmap_deep_parallax_max_layers ( 32 ) ;
set_heightmap_deep_parallax_flip_tangent ( false ) ; //also sets binormal
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flags [ FLAG_USE_TEXTURE_REPEAT ] = true ;
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_queue_shader_change ( ) ;
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}
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BaseMaterial3D : : ~ BaseMaterial3D ( ) {
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MutexLock lock ( material_mutex ) ;
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if ( shader_map . has ( current_key ) ) {
shader_map [ current_key ] . users - - ;
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if ( shader_map [ current_key ] . users = = 0 ) {
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//deallocate shader, as it's no longer in use
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RS : : get_singleton ( ) - > free ( shader_map [ current_key ] . shader ) ;
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shader_map . erase ( current_key ) ;
}
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RS : : get_singleton ( ) - > material_set_shader ( _get_material ( ) , RID ( ) ) ;
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}
}
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//////////////////////
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# ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
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bool StandardMaterial3D : : _set ( const StringName & p_name , const Variant & p_value ) {
if ( p_name = = " flags_transparent " ) {
bool transparent = p_value ;
if ( transparent ) {
set_transparency ( TRANSPARENCY_ALPHA ) ;
}
return true ;
} else if ( p_name = = " flags_unshaded " ) {
bool unshaded = p_value ;
if ( unshaded ) {
set_shading_mode ( SHADING_MODE_UNSHADED ) ;
}
return true ;
} else if ( p_name = = " flags_vertex_lighting " ) {
bool vertex_lit = p_value ;
if ( vertex_lit & & get_shading_mode ( ) ! = SHADING_MODE_UNSHADED ) {
set_shading_mode ( SHADING_MODE_PER_VERTEX ) ;
}
return true ;
} else if ( p_name = = " params_use_alpha_scissor " ) {
bool use_scissor = p_value ;
if ( use_scissor ) {
set_transparency ( TRANSPARENCY_ALPHA_SCISSOR ) ;
}
return true ;
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} else if ( p_name = = " params_use_alpha_hash " ) {
bool use_hash = p_value ;
if ( use_hash ) {
set_transparency ( TRANSPARENCY_ALPHA_HASH ) ;
}
return true ;
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} else if ( p_name = = " params_depth_draw_mode " ) {
int mode = p_value ;
if ( mode = = 3 ) {
set_transparency ( TRANSPARENCY_ALPHA_DEPTH_PRE_PASS ) ;
}
return true ;
} else if ( p_name = = " depth_enabled " ) {
bool enabled = p_value ;
if ( enabled ) {
set_feature ( FEATURE_HEIGHT_MAPPING , true ) ;
set_flag ( FLAG_INVERT_HEIGHTMAP , true ) ;
}
return true ;
} else {
static const Pair < const char * , const char * > remaps [ ] = {
{ " flags_use_shadow_to_opacity " , " shadow_to_opacity " } ,
{ " flags_use_shadow_to_opacity " , " shadow_to_opacity " } ,
{ " flags_no_depth_test " , " no_depth_test " } ,
{ " flags_use_point_size " , " use_point_size " } ,
{ " flags_fixed_size " , " fixed_Size " } ,
{ " flags_albedo_tex_force_srg " , " albedo_tex_force_srgb " } ,
{ " flags_do_not_receive_shadows " , " disable_receive_shadows " } ,
{ " flags_disable_ambient_light " , " disable_ambient_light " } ,
{ " params_diffuse_mode " , " diffuse_mode " } ,
{ " params_specular_mode " , " specular_mode " } ,
{ " params_blend_mode " , " blend_mode " } ,
{ " params_cull_mode " , " cull_mode " } ,
{ " params_depth_draw_mode " , " params_depth_draw_mode " } ,
{ " params_point_size " , " point_size " } ,
{ " params_billboard_mode " , " billboard_mode " } ,
{ " params_billboard_keep_scale " , " billboard_keep_scale " } ,
{ " params_grow " , " grow " } ,
{ " params_grow_amount " , " grow_amount " } ,
{ " params_alpha_scissor_threshold " , " alpha_scissor_threshold " } ,
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{ " params_alpha_hash_scale " , " alpha_hash_scale " } ,
{ " params_alpha_antialiasing_edge " , " alpha_antialiasing_edge " } ,
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{ " depth_scale " , " heightmap_scale " } ,
{ " depth_deep_parallax " , " heightmap_deep_parallax " } ,
{ " depth_min_layers " , " heightmap_min_layers " } ,
{ " depth_max_layers " , " heightmap_max_layers " } ,
{ " depth_flip_tangent " , " heightmap_flip_tangent " } ,
{ " depth_flip_binormal " , " heightmap_flip_binormal " } ,
{ " depth_texture " , " heightmap_texture " } ,
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{ nullptr , nullptr } ,
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} ;
int idx = 0 ;
while ( remaps [ idx ] . first ) {
if ( p_name = = remaps [ idx ] . first ) {
set ( remaps [ idx ] . second , p_value ) ;
return true ;
}
idx + + ;
}
print_line ( " remapped parameter not found: " + String ( p_name ) ) ;
return true ;
}
return false ;
}
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# endif // DISABLE_DEPRECATED