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@ -93,7 +93,7 @@
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<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
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<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
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Threshold at which the alpha scissor will discard values.
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Threshold at which the alpha scissor will discard values.
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</member>
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</member>
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<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy">
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<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0">
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The strength of the anisotropy effect.
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The strength of the anisotropy effect.
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</member>
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</member>
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<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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@ -105,19 +105,19 @@
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<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
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If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
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</member>
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</member>
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<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect">
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<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect" default="0.0">
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Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.
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Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.
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</member>
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</member>
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<member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag">
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<member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture].
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If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture].
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</member>
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</member>
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<member name="ao_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="ao_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture that defines the amount of ambient occlusion for a given point on the object.
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Texture that defines the amount of ambient occlusion for a given point on the object.
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</member>
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</member>
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<member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel">
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<member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
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Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
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Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
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</member>
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</member>
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<member name="backlight" type="Color" setter="set_backlight" getter="get_backlight">
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<member name="backlight" type="Color" setter="set_backlight" getter="get_backlight" default="Color( 0, 0, 0, 1 )">
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The color used by the backlight effect. Represents the light passing through an object.
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The color used by the backlight effect. Represents the light passing through an object.
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</member>
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</member>
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<member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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@ -137,13 +137,13 @@
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The material's blend mode.
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The material's blend mode.
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[b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
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[b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
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</member>
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</member>
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<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat">
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<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat" default="1.0">
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Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect.
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Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect.
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</member>
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</member>
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<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
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If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
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</member>
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</member>
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<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
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<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss" default="0.5">
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Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
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Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
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</member>
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</member>
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<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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@ -158,7 +158,7 @@
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<member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture that specifies the color of the detail overlay.
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Texture that specifies the color of the detail overlay.
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</member>
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</member>
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<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode">
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<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
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Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
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Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
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</member>
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</member>
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<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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@ -171,7 +171,7 @@
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|
Texture that specifies the per-pixel normal of the detail overlay.
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|
Texture that specifies the per-pixel normal of the detail overlay.
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|
[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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</member>
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<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV">
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|
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
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|
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
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|
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
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</member>
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</member>
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<member name="diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="BaseMaterial3D.DiffuseMode" default="0">
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<member name="diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="BaseMaterial3D.DiffuseMode" default="0">
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@ -183,30 +183,30 @@
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<member name="disable_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false">
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|
<member name="disable_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
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|
If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
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</member>
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</member>
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<member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance">
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|
<member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance" default="10.0">
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|
Distance at which the object appears fully opaque.
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|
Distance at which the object appears fully opaque.
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[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code].
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[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code].
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</member>
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</member>
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<member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance">
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|
<member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance" default="0.0">
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Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.
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|
Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.
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|
[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code].
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[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code].
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</member>
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</member>
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<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0">
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<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0">
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Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s.
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|
Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s.
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</member>
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</member>
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<member name="emission" type="Color" setter="set_emission" getter="get_emission">
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|
<member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color( 0, 0, 0, 1 )">
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|
The emitted light's color. See [member emission_enabled].
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|
The emitted light's color. See [member emission_enabled].
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</member>
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</member>
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<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting.
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If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting.
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</member>
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</member>
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<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy">
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|
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0">
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The emitted light's strength. See [member emission_enabled].
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The emitted light's strength. See [member emission_enabled].
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</member>
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</member>
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<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag">
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<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag" default="false">
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Use [code]UV2[/code] to read from the [member emission_texture].
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Use [code]UV2[/code] to read from the [member emission_texture].
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</member>
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</member>
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<member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="BaseMaterial3D.EmissionOperator">
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<member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="BaseMaterial3D.EmissionOperator" default="0">
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Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options.
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Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options.
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</member>
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</member>
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<member name="emission_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="emission_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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@ -221,23 +221,23 @@
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<member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0">
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<member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0">
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|
Grows object vertices in the direction of their normals.
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|
|
Grows object vertices in the direction of their normals.
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</member>
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|
</member>
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|
|
<member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled">
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|
<member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false">
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|
</member>
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</member>
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|
|
<member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
|
<member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
|
If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled].
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|
|
If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled].
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|
|
[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled.
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|
|
[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled.
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|
|
</member>
|
|
|
|
</member>
|
|
|
|
<member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal">
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|
|
|
<member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal" default="false">
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|
|
|
</member>
|
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|
|
</member>
|
|
|
|
<member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent">
|
|
|
|
<member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent" default="false">
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|
|
|
</member>
|
|
|
|
</member>
|
|
|
|
<member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag">
|
|
|
|
<member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag" default="false">
|
|
|
|
</member>
|
|
|
|
</member>
|
|
|
|
<member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers">
|
|
|
|
<member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers">
|
|
|
|
</member>
|
|
|
|
</member>
|
|
|
|
<member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers">
|
|
|
|
<member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers">
|
|
|
|
</member>
|
|
|
|
</member>
|
|
|
|
<member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale">
|
|
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<member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="0.05">
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</member>
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</member>
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<member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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</member>
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</member>
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@ -260,7 +260,7 @@
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<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], normal mapping is enabled.
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If [code]true[/code], normal mapping is enabled.
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</member>
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</member>
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<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale">
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<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale" default="1.0">
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The strength of the normal map's effect.
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The strength of the normal map's effect.
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</member>
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</member>
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<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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@ -281,7 +281,7 @@
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<member name="point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0">
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<member name="point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0">
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The point size in pixels. See [member use_point_size].
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The point size in pixels. See [member use_point_size].
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</member>
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</member>
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<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance">
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<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance" default="1.0">
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Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.
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Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.
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</member>
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</member>
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<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false">
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<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false">
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@ -290,16 +290,16 @@
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<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object.
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If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object.
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</member>
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</member>
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<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction">
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<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction" default="0.05">
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The strength of the refraction effect.
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The strength of the refraction effect.
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</member>
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</member>
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<member name="refraction_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="refraction_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
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Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
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</member>
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</member>
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<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel">
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<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
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Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
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Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
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</member>
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</member>
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<member name="rim" type="float" setter="set_rim" getter="get_rim">
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<member name="rim" type="float" setter="set_rim" getter="get_rim" default="1.0">
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Sets the strength of the rim lighting effect.
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Sets the strength of the rim lighting effect.
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</member>
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</member>
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<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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@ -308,7 +308,7 @@
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<member name="rim_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="rim_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].
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Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].
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</member>
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</member>
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<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint">
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<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint" default="0.5">
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The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best.
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The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best.
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</member>
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</member>
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<member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0">
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<member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0">
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@ -332,24 +332,24 @@
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<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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|
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
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|
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
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</member>
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</member>
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<member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag">
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|
<member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin.
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|
If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin.
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</member>
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</member>
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<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength">
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|
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0">
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|
The strength of the subsurface scattering effect.
|
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|
The strength of the subsurface scattering effect.
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</member>
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</member>
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<member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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<member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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|
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
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|
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
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</member>
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</member>
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<member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost">
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|
<member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0">
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</member>
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</member>
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<member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color">
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|
<member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color( 1, 1, 1, 1 )">
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</member>
|
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|
</member>
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|
<member name="subsurf_scatter_transmittance_curve" type="float" setter="set_transmittance_curve" getter="get_transmittance_curve">
|
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|
<member name="subsurf_scatter_transmittance_curve" type="float" setter="set_transmittance_curve" getter="get_transmittance_curve" default="1.0">
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</member>
|
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</member>
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|
<member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth">
|
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|
<member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1">
|
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</member>
|
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|
</member>
|
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|
<member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature">
|
|
|
|
<member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
|
|
|
|
</member>
|
|
|
|
</member>
|
|
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|
<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
|
|
|
|
<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
|
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|
</member>
|
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|
</member>
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