Clamp SpatialMaterial triplanar sharpness to values that never look broken

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Hugo Locurcio 2022-02-27 18:58:22 +01:00
parent a76316c0f0
commit 967821f719
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GPG Key ID: 39E8F8BE30B0A49C
2 changed files with 8 additions and 4 deletions

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@ -360,6 +360,7 @@
</member>
<member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0">
A lower number blends the texture more softly while a higher number blends the texture more sharply.
[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh.
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )">
How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture.
@ -372,6 +373,7 @@
</member>
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0">
A lower number blends the texture more softly while a higher number blends the texture more sharply.
[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh.
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the model's vertex colors are processed as sRGB mode.

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@ -1519,8 +1519,9 @@ Vector3 SpatialMaterial::get_uv1_offset() const {
}
void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
uv1_triplanar_sharpness = p_sharpness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
// Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const {
@ -1546,8 +1547,9 @@ Vector3 SpatialMaterial::get_uv2_offset() const {
}
void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
uv2_triplanar_sharpness = p_sharpness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
// Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {