rewritten PBR implementation to make it friendlier with Blender
This commit is contained in:
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a802bd91d0
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a134f58fb3
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@ -59,8 +59,6 @@ const char *Image::format_names[Image::FORMAT_MAX] = {
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"DXT1 RGB8", //s3tc
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"DXT3 RGBA8",
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"DXT5 RGBA8",
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"LATC Lum8",
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"LATC LumAlpha8",
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"RGTC Red8",
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"RGTC RedGreen8",
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"BPTC_RGBA",
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@ -131,10 +129,8 @@ int Image::get_format_pixel_size(Format p_format) {
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return 1; //bc2
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case FORMAT_DXT5:
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return 1; //bc3
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case FORMAT_LATC_L:
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case FORMAT_RGTC_R:
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return 1; //bc4
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case FORMAT_LATC_LA:
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case FORMAT_RGTC_RG:
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return 1; //bc5
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case FORMAT_BPTC_RGBA:
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@ -171,8 +167,6 @@ void Image::get_format_min_pixel_size(Format p_format, int &r_w, int &r_h) {
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case FORMAT_DXT1: //s3tc bc1
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case FORMAT_DXT3: //bc2
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case FORMAT_DXT5: //bc3
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case FORMAT_LATC_L: //bc4
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case FORMAT_LATC_LA: //bc4
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case FORMAT_RGTC_R: //bc4
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case FORMAT_RGTC_RG: { //bc5 case case FORMAT_DXT1:
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@ -225,7 +219,7 @@ void Image::get_format_min_pixel_size(Format p_format, int &r_w, int &r_h) {
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int Image::get_format_pixel_rshift(Format p_format) {
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if (p_format == FORMAT_DXT1 || p_format == FORMAT_LATC_L || p_format == FORMAT_RGTC_R || p_format == FORMAT_PVRTC4 || p_format == FORMAT_PVRTC4A || p_format == FORMAT_ETC || p_format == FORMAT_ETC2_R11 || p_format == FORMAT_ETC2_R11S || p_format == FORMAT_ETC2_RGB8 || p_format == FORMAT_ETC2_RGB8A1)
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if (p_format == FORMAT_DXT1 || p_format == FORMAT_RGTC_R || p_format == FORMAT_PVRTC4 || p_format == FORMAT_PVRTC4A || p_format == FORMAT_ETC || p_format == FORMAT_ETC2_R11 || p_format == FORMAT_ETC2_R11S || p_format == FORMAT_ETC2_RGB8 || p_format == FORMAT_ETC2_RGB8A1)
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return 1;
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else if (p_format == FORMAT_PVRTC2 || p_format == FORMAT_PVRTC2A)
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return 2;
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@ -239,8 +233,6 @@ int Image::get_format_block_size(Format p_format) {
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case FORMAT_DXT1: //s3tc bc1
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case FORMAT_DXT3: //bc2
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case FORMAT_DXT5: //bc3
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case FORMAT_LATC_L: //bc4
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case FORMAT_LATC_LA: //bc4
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case FORMAT_RGTC_R: //bc4
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case FORMAT_RGTC_RG: { //bc5 case case FORMAT_DXT1:
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@ -1500,14 +1492,14 @@ Error Image::decompress() {
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return OK;
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}
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Error Image::compress(CompressMode p_mode) {
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Error Image::compress(CompressMode p_mode, bool p_for_srgb) {
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switch (p_mode) {
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case COMPRESS_S3TC: {
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ERR_FAIL_COND_V(!_image_compress_bc_func, ERR_UNAVAILABLE);
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_image_compress_bc_func(this);
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_image_compress_bc_func(this, p_for_srgb);
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} break;
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case COMPRESS_PVRTC2: {
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@ -1657,7 +1649,7 @@ void Image::blit_rect(const Ref<Image> &p_src, const Rect2 &p_src_rect, const Po
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Ref<Image> (*Image::_png_mem_loader_func)(const uint8_t *, int) = NULL;
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Ref<Image> (*Image::_jpg_mem_loader_func)(const uint8_t *, int) = NULL;
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void (*Image::_image_compress_bc_func)(Image *) = NULL;
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void (*Image::_image_compress_bc_func)(Image *, bool) = NULL;
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void (*Image::_image_compress_pvrtc2_func)(Image *) = NULL;
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void (*Image::_image_compress_pvrtc4_func)(Image *) = NULL;
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void (*Image::_image_compress_etc_func)(Image *) = NULL;
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@ -2116,8 +2108,6 @@ void Image::_bind_methods() {
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BIND_CONSTANT(FORMAT_DXT1); //s3tc bc1
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BIND_CONSTANT(FORMAT_DXT3); //bc2
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BIND_CONSTANT(FORMAT_DXT5); //bc3
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BIND_CONSTANT(FORMAT_LATC_L);
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BIND_CONSTANT(FORMAT_LATC_LA);
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BIND_CONSTANT(FORMAT_RGTC_R);
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BIND_CONSTANT(FORMAT_RGTC_RG);
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BIND_CONSTANT(FORMAT_BPTC_RGBA); //btpc bc6h
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@ -2152,7 +2142,7 @@ void Image::_bind_methods() {
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BIND_CONSTANT(COMPRESS_ETC2);
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}
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void Image::set_compress_bc_func(void (*p_compress_func)(Image *)) {
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void Image::set_compress_bc_func(void (*p_compress_func)(Image *, bool)) {
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_image_compress_bc_func = p_compress_func;
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}
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@ -80,8 +80,6 @@ public:
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FORMAT_DXT1, //s3tc bc1
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FORMAT_DXT3, //bc2
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FORMAT_DXT5, //bc3
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FORMAT_LATC_L,
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FORMAT_LATC_LA,
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FORMAT_RGTC_R,
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FORMAT_RGTC_RG,
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FORMAT_BPTC_RGBA, //btpc bc7
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@ -116,7 +114,7 @@ public:
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static Ref<Image> (*_png_mem_loader_func)(const uint8_t *p_png, int p_size);
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static Ref<Image> (*_jpg_mem_loader_func)(const uint8_t *p_png, int p_size);
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static void (*_image_compress_bc_func)(Image *);
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static void (*_image_compress_bc_func)(Image *, bool p_srgb);
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static void (*_image_compress_pvrtc2_func)(Image *);
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static void (*_image_compress_pvrtc4_func)(Image *);
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static void (*_image_compress_etc_func)(Image *);
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@ -269,7 +267,7 @@ public:
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COMPRESS_ETC2,
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};
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Error compress(CompressMode p_mode = COMPRESS_S3TC);
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Error compress(CompressMode p_mode = COMPRESS_S3TC, bool p_for_srgb = false);
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Error decompress();
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bool is_compressed() const;
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@ -283,7 +281,7 @@ public:
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Rect2 get_used_rect() const;
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Ref<Image> get_rect(const Rect2 &p_area) const;
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static void set_compress_bc_func(void (*p_compress_func)(Image *));
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static void set_compress_bc_func(void (*p_compress_func)(Image *, bool));
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static String get_format_name(Format p_format);
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Image(const uint8_t *p_mem_png_jpg, int p_len = -1);
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@ -282,36 +282,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
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need_decompress = true;
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}
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} break;
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case Image::FORMAT_LATC_L: {
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if (config.latc_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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srgb = true;
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} else {
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need_decompress = true;
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}
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} break;
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case Image::FORMAT_LATC_LA: {
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if (config.latc_supported) {
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r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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} else {
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need_decompress = true;
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}
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} break;
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case Image::FORMAT_RGTC_R: {
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@ -321,7 +291,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
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r_gl_format = GL_RGBA;
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r_gl_type = GL_UNSIGNED_BYTE;
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r_compressed = true;
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srgb = true;
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} else {
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@ -723,6 +723,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
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actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
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actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
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actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
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actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
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actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
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actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
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@ -596,7 +596,6 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
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return 1.0;
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}
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// GGX Specular
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// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
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float G1V(float dotNV, float k)
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@ -622,7 +621,7 @@ float GTR1(float NdotH, float a)
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void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
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void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
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float dotNL = max(dot(N,L), 0.0 );
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float dotNV = max(dot(N,V), 0.0 );
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@ -674,7 +673,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di
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float speci = dotNL * D * F * vis;
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specular += speci * light_color /* specular_color*/ * specular_blob_intensity;
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specular += speci * light_color * specular_blob_intensity;
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#if defined(LIGHT_USE_CLEARCOAT)
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float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
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@ -733,6 +732,8 @@ in highp float dp_clip;
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#endif
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#if 0
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//need to save texture depth for this
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@ -762,7 +763,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
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}
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#endif
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
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float light_length = length( light_rel_vec );
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@ -813,11 +814,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
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light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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}
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light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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}
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void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
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void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
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vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
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float light_length = length( light_rel_vec );
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@ -846,11 +847,11 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
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}
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light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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}
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void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox,vec2 brdf, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) {
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void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) {
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vec3 ref_vec = normalize(reflect(vertex,normal));
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vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz;
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@ -906,7 +907,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
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splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
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highp vec4 reflection;
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reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y;
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reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb;
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if (reflections[idx].params.z < 0.5) {
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reflection.rgb = mix(skybox,reflection.rgb,blend);
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@ -1160,7 +1161,8 @@ void main() {
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//lay out everything, whathever is unused is optimized away anyway
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highp vec3 vertex = vertex_interp;
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vec3 albedo = vec3(0.8,0.8,0.8);
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vec3 specular = vec3(0.2,0.2,0.2);
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float metallic = 0.0;
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float specular = 0.5;
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vec3 emission = vec3(0.0,0.0,0.0);
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float roughness = 1.0;
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float rim = 0.0;
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@ -1275,13 +1277,7 @@ FRAGMENT_SHADER_CODE
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vec3 eye_vec = -normalize( vertex_interp );
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#ifndef RENDER_DEPTH
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float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
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vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
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brdf.x=1.0;
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brdf.y=0.0;
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#endif
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#ifdef USE_RADIANCE_MAP
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@ -1299,7 +1295,7 @@ FRAGMENT_SHADER_CODE
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vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
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ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
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vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy;
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specular_light = radiance * brdf.x + brdf.y;
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specular_light = radiance;
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}
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//no longer a cubemap
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@ -1467,7 +1463,7 @@ FRAGMENT_SHADER_CODE
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#endif //LIGHT_DIRECTIONAL_SHADOW
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light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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#endif //#USE_LIGHT_DIRECTIONAL
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@ -1485,7 +1481,7 @@ FRAGMENT_SHADER_CODE
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for(int i=0;i<reflection_count;i++) {
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reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,brdf,reflection_accum,ambient_accum);
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reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
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}
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if (reflection_accum.a>0.0) {
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@ -1496,11 +1492,11 @@ FRAGMENT_SHADER_CODE
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}
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for(int i=0;i<omni_light_count;i++) {
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light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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}
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for(int i=0;i<spot_light_count;i++) {
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light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
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}
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||||
|
||||
|
||||
|
@ -1530,10 +1526,29 @@ LIGHT_SHADER_CODE
|
|||
ambient_light*=ao;
|
||||
#endif
|
||||
|
||||
//energy conservation
|
||||
diffuse_light=mix(diffuse_light,vec3(0.0),specular);
|
||||
ambient_light=mix(ambient_light,vec3(0.0),specular);
|
||||
specular_light *= max(vec3(0.04),specular);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//energu conservation
|
||||
diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
|
||||
ambient_light=mix(ambient_light,vec3(0.0),metallic);
|
||||
{
|
||||
//brdf approximation (Lazarov 2013)
|
||||
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
|
||||
|
||||
//energy conservation
|
||||
vec3 dielectric = vec3(0.034) * 0.5 * 2.0;
|
||||
vec3 f0 = mix(dielectric, albedo, metallic);
|
||||
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
|
||||
const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
|
||||
vec4 r = roughness * c0 + c1;
|
||||
float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
|
||||
vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
|
||||
|
||||
specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
|
||||
}
|
||||
|
||||
#ifdef USE_MULTIPLE_RENDER_TARGETS
|
||||
|
||||
|
|
|
@ -402,8 +402,8 @@ Error ColladaImport::_create_material(const String &p_target) {
|
|||
|
||||
Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
|
||||
if (texture.is_valid()) {
|
||||
material->set_texture(SpatialMaterial::TEXTURE_SPECULAR, texture);
|
||||
material->set_specular(Color(1, 1, 1, 1));
|
||||
material->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture);
|
||||
material->set_specular(1.0);
|
||||
|
||||
//material->set_texture(SpatialMaterial::PARAM_SPECULAR,texture);
|
||||
//material->set_parameter(SpatialMaterial::PARAM_SPECULAR,Color(1,1,1,1));
|
||||
|
@ -411,8 +411,9 @@ Error ColladaImport::_create_material(const String &p_target) {
|
|||
missing_textures.push_back(texfile.get_file());
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
material->set_metalness(effect.specular.color.get_v());
|
||||
material->set_metallic(effect.specular.color.get_v());
|
||||
}
|
||||
|
||||
// EMISSION
|
||||
|
@ -553,10 +554,10 @@ static void _generate_tangents_and_binormals(const PoolVector<int> &p_indices, c
|
|||
tangent = Vector3();
|
||||
} else {
|
||||
tangent = Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
|
||||
(t2 * z1 - t1 * z2) * r)
|
||||
(t2 * z1 - t1 * z2) * r)
|
||||
.normalized();
|
||||
binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
|
||||
(s1 * z2 - s2 * z1) * r)
|
||||
(s1 * z2 - s2 * z1) * r)
|
||||
.normalized();
|
||||
}
|
||||
|
||||
|
|
|
@ -277,7 +277,7 @@ void ResourceImporterTexture::_save_stex(const Ref<Image> &p_image, const String
|
|||
if (p_force_rgbe && image->get_format() >= Image::FORMAT_R8 && image->get_format() <= Image::FORMAT_RGBE9995) {
|
||||
image->convert(Image::FORMAT_RGBE9995);
|
||||
} else {
|
||||
image->compress(p_vram_compression);
|
||||
image->compress(p_vram_compression, p_texture_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR);
|
||||
}
|
||||
|
||||
format |= image->get_format();
|
||||
|
|
|
@ -76,8 +76,6 @@ static const DDSFormatInfo dds_format_info[DDS_MAX] = {
|
|||
{ "DXT1", true, false, 4, 8, Image::FORMAT_DXT1 },
|
||||
{ "DXT3", true, false, 4, 16, Image::FORMAT_DXT3 },
|
||||
{ "DXT5", true, false, 4, 16, Image::FORMAT_DXT5 },
|
||||
{ "ATI1", true, false, 4, 8, Image::FORMAT_LATC_L },
|
||||
{ "ATI2", true, false, 4, 16, Image::FORMAT_LATC_LA },
|
||||
{ "BGRA8", false, false, 1, 4, Image::FORMAT_RGBA8 },
|
||||
{ "BGR8", false, false, 1, 3, Image::FORMAT_RGB8 },
|
||||
{ "RGBA8", false, false, 1, 4, Image::FORMAT_RGBA8 },
|
||||
|
|
|
@ -59,9 +59,9 @@ void image_decompress_squish(Image *p_image) {
|
|||
squish_flags = squish::kDxt3;
|
||||
} else if (p_image->get_format() == Image::FORMAT_DXT5) {
|
||||
squish_flags = squish::kDxt5;
|
||||
} else if (p_image->get_format() == Image::FORMAT_LATC_L || p_image->get_format() == Image::FORMAT_RGTC_R) {
|
||||
} else if (p_image->get_format() == Image::FORMAT_RGTC_R) {
|
||||
squish_flags = squish::kBc4;
|
||||
} else if (p_image->get_format() == Image::FORMAT_LATC_LA || p_image->get_format() == Image::FORMAT_RGTC_RG) {
|
||||
} else if (p_image->get_format() == Image::FORMAT_RGTC_RG) {
|
||||
squish_flags = squish::kBc5;
|
||||
} else {
|
||||
ERR_FAIL_COND(true);
|
||||
|
@ -79,7 +79,7 @@ void image_decompress_squish(Image *p_image) {
|
|||
p_image->create(p_image->get_width(), p_image->get_height(), p_image->has_mipmaps(), target_format, data);
|
||||
}
|
||||
|
||||
void image_compress_squish(Image *p_image) {
|
||||
void image_compress_squish(Image *p_image, bool p_srgb) {
|
||||
|
||||
if (p_image->get_format() >= Image::FORMAT_DXT1)
|
||||
return; //do not compress, already compressed
|
||||
|
@ -96,16 +96,21 @@ void image_compress_squish(Image *p_image) {
|
|||
|
||||
p_image->convert(Image::FORMAT_RGBA8); //still uses RGBA to convert
|
||||
|
||||
if (p_srgb && (dc == Image::DETECTED_R || dc == Image::DETECTED_RG)) {
|
||||
//R and RG do not support SRGB
|
||||
dc = Image::DETECTED_RGB;
|
||||
}
|
||||
|
||||
switch (dc) {
|
||||
case Image::DETECTED_L: {
|
||||
|
||||
target_format = Image::FORMAT_LATC_L;
|
||||
squish_comp |= squish::kBc4;
|
||||
target_format = Image::FORMAT_DXT1;
|
||||
squish_comp |= squish::kDxt1;
|
||||
} break;
|
||||
case Image::DETECTED_LA: {
|
||||
|
||||
target_format = Image::FORMAT_LATC_LA;
|
||||
squish_comp |= squish::kBc5;
|
||||
target_format = Image::FORMAT_DXT5;
|
||||
squish_comp |= squish::kDxt5;
|
||||
} break;
|
||||
case Image::DETECTED_R: {
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
|
||||
#include "image.h"
|
||||
|
||||
void image_compress_squish(Image *p_image);
|
||||
void image_compress_squish(Image *p_image, bool p_srgb);
|
||||
void image_decompress_squish(Image *p_image);
|
||||
|
||||
#endif // IMAGE_COMPRESS_SQUISH_H
|
||||
|
|
|
@ -181,7 +181,7 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->albedo = "albedo";
|
||||
shader_names->specular = "specular";
|
||||
shader_names->roughness = "roughness";
|
||||
shader_names->metalness = "metalness";
|
||||
shader_names->metallic = "metallic";
|
||||
shader_names->emission = "emission";
|
||||
shader_names->emission_energy = "emission_energy";
|
||||
shader_names->normal_scale = "normal_scale";
|
||||
|
@ -205,7 +205,8 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->particles_anim_loop = "particles_anim_loop";
|
||||
|
||||
shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
|
||||
shader_names->texture_names[TEXTURE_SPECULAR] = "texture_specular";
|
||||
shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
|
||||
shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
|
||||
shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
|
||||
shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
|
||||
shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
|
||||
|
@ -215,7 +216,6 @@ void SpatialMaterial::init_shaders() {
|
|||
shader_names->texture_names[TEXTURE_HEIGHT] = "texture_height";
|
||||
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
|
||||
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
|
||||
shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS] = "texture_refraction_roughness";
|
||||
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";
|
||||
|
@ -290,15 +290,13 @@ void SpatialMaterial::_update_shader() {
|
|||
|
||||
code += "uniform vec4 albedo : hint_color;\n";
|
||||
code += "uniform sampler2D texture_albedo : hint_albedo;\n";
|
||||
if (specular_mode == SPECULAR_MODE_SPECULAR) {
|
||||
code += "uniform vec4 specular : hint_color;\n";
|
||||
} else {
|
||||
code += "uniform float metalness;\n";
|
||||
}
|
||||
code += "uniform float specular;\n";
|
||||
code += "uniform float metallic;\n";
|
||||
|
||||
code += "uniform float roughness : hint_range(0,1);\n";
|
||||
code += "uniform float point_size : hint_range(0,128);\n";
|
||||
code += "uniform sampler2D texture_specular : hint_white;\n";
|
||||
code += "uniform sampler2D texture_metallic : hint_white;\n";
|
||||
code += "uniform sampler2D texture_roughness : hint_white;\n";
|
||||
code += "uniform vec2 uv1_scale;\n";
|
||||
code += "uniform vec2 uv1_offset;\n";
|
||||
code += "uniform vec2 uv2_scale;\n";
|
||||
|
@ -502,16 +500,11 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
|
||||
}
|
||||
|
||||
if (specular_mode == SPECULAR_MODE_SPECULAR) {
|
||||
|
||||
code += "\tvec4 specular_tex = texture(texture_specular,UV);\n";
|
||||
code += "\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
|
||||
code += "\tROUGHNESS = specular_tex.a * roughness;\n";
|
||||
} else {
|
||||
code += "\tvec4 specular_tex = texture(texture_specular,UV);\n";
|
||||
code += "\tSPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r);\n";
|
||||
code += "\tROUGHNESS = specular_tex.g * roughness;\n";
|
||||
}
|
||||
code += "\tfloat metallic_tex = texture(texture_metallic,UV).r;\n";
|
||||
code += "\tMETALLIC = metallic_tex * metallic;\n";
|
||||
code += "\tfloat roughness_tex = texture(texture_roughness,UV).r;\n";
|
||||
code += "\tROUGHNESS = roughness_tex * roughness;\n";
|
||||
code += "\tSPECULAR = specular;\n";
|
||||
|
||||
code += "}\n";
|
||||
|
||||
|
@ -579,23 +572,13 @@ Color SpatialMaterial::get_albedo() const {
|
|||
return albedo;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
|
||||
specular_mode = p_mode;
|
||||
_change_notify();
|
||||
_queue_shader_change();
|
||||
}
|
||||
|
||||
SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
|
||||
|
||||
return specular_mode;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_specular(const Color &p_specular) {
|
||||
void SpatialMaterial::set_specular(float p_specular) {
|
||||
|
||||
specular = p_specular;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
|
||||
}
|
||||
Color SpatialMaterial::get_specular() const {
|
||||
|
||||
float SpatialMaterial::get_specular() const {
|
||||
|
||||
return specular;
|
||||
}
|
||||
|
@ -611,15 +594,15 @@ float SpatialMaterial::get_roughness() const {
|
|||
return roughness;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_metalness(float p_metalness) {
|
||||
void SpatialMaterial::set_metallic(float p_metallic) {
|
||||
|
||||
metalness = p_metalness;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->metalness, p_metalness);
|
||||
metallic = p_metallic;
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
|
||||
}
|
||||
|
||||
float SpatialMaterial::get_metalness() const {
|
||||
float SpatialMaterial::get_metallic() const {
|
||||
|
||||
return metalness;
|
||||
return metallic;
|
||||
}
|
||||
|
||||
void SpatialMaterial::set_emission(const Color &p_emission) {
|
||||
|
@ -888,13 +871,6 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
|
|||
_validate_feature("refraction", FEATURE_REFRACTION, property);
|
||||
_validate_feature("detail", FEATURE_DETAIL, property);
|
||||
|
||||
if (property.name == "specular_color" && specular_mode == SPECULAR_MODE_METALLIC) {
|
||||
property.usage = 0;
|
||||
}
|
||||
if (property.name == "specular_metalness" && specular_mode == SPECULAR_MODE_SPECULAR) {
|
||||
property.usage = 0;
|
||||
}
|
||||
|
||||
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
|
||||
property.usage = 0;
|
||||
}
|
||||
|
@ -1014,14 +990,11 @@ void SpatialMaterial::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
|
||||
ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
|
||||
ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_metalness", "metalness"), &SpatialMaterial::set_metalness);
|
||||
ClassDB::bind_method(D_METHOD("get_metalness"), &SpatialMaterial::get_metalness);
|
||||
ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
|
||||
ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
|
||||
ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
|
||||
|
@ -1146,12 +1119,14 @@ void SpatialMaterial::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
|
||||
|
||||
ADD_GROUP("Specular", "specular_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "Metallic,Specular"), "set_specular_mode", "get_specular_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular", "get_specular");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_metalness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metalness", "get_metalness");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "specular_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SPECULAR);
|
||||
ADD_GROUP("Metallic", "metallic_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC);
|
||||
|
||||
ADD_GROUP("Roughness", "roughness_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
|
||||
|
||||
ADD_GROUP("Emission", "emission_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
|
||||
|
@ -1218,7 +1193,8 @@ void SpatialMaterial::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
|
||||
|
||||
BIND_CONSTANT(TEXTURE_ALBEDO);
|
||||
BIND_CONSTANT(TEXTURE_SPECULAR);
|
||||
BIND_CONSTANT(TEXTURE_METALLIC);
|
||||
BIND_CONSTANT(TEXTURE_ROUGHNESS);
|
||||
BIND_CONSTANT(TEXTURE_EMISSION);
|
||||
BIND_CONSTANT(TEXTURE_NORMAL);
|
||||
BIND_CONSTANT(TEXTURE_RIM);
|
||||
|
@ -1228,7 +1204,6 @@ void SpatialMaterial::_bind_methods() {
|
|||
BIND_CONSTANT(TEXTURE_HEIGHT);
|
||||
BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
|
||||
BIND_CONSTANT(TEXTURE_REFRACTION);
|
||||
BIND_CONSTANT(TEXTURE_REFRACTION_ROUGHNESS);
|
||||
BIND_CONSTANT(TEXTURE_DETAIL_MASK);
|
||||
BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO);
|
||||
BIND_CONSTANT(TEXTURE_DETAIL_NORMAL);
|
||||
|
@ -1277,9 +1252,6 @@ void SpatialMaterial::_bind_methods() {
|
|||
BIND_CONSTANT(DIFFUSE_OREN_NAYAR);
|
||||
BIND_CONSTANT(DIFFUSE_BURLEY);
|
||||
|
||||
BIND_CONSTANT(SPECULAR_MODE_METALLIC);
|
||||
BIND_CONSTANT(SPECULAR_MODE_SPECULAR);
|
||||
|
||||
BIND_CONSTANT(BILLBOARD_DISABLED);
|
||||
BIND_CONSTANT(BILLBOARD_ENABLED);
|
||||
BIND_CONSTANT(BILLBOARD_FIXED_Y);
|
||||
|
@ -1290,11 +1262,10 @@ SpatialMaterial::SpatialMaterial()
|
|||
: element(this) {
|
||||
|
||||
//initialize to right values
|
||||
specular_mode = SPECULAR_MODE_METALLIC;
|
||||
set_albedo(Color(0.7, 0.7, 0.7, 1.0));
|
||||
set_specular(Color(0.1, 0.1, 0.1));
|
||||
set_specular(0.5);
|
||||
set_roughness(0.0);
|
||||
set_metalness(0.1);
|
||||
set_metallic(0.1);
|
||||
set_emission(Color(0, 0, 0));
|
||||
set_emission_energy(1.0);
|
||||
set_normal_scale(1);
|
||||
|
|
|
@ -89,7 +89,8 @@ class SpatialMaterial : public Material {
|
|||
public:
|
||||
enum TextureParam {
|
||||
TEXTURE_ALBEDO,
|
||||
TEXTURE_SPECULAR,
|
||||
TEXTURE_METALLIC,
|
||||
TEXTURE_ROUGHNESS,
|
||||
TEXTURE_EMISSION,
|
||||
TEXTURE_NORMAL,
|
||||
TEXTURE_RIM,
|
||||
|
@ -99,7 +100,6 @@ public:
|
|||
TEXTURE_HEIGHT,
|
||||
TEXTURE_SUBSURFACE_SCATTERING,
|
||||
TEXTURE_REFRACTION,
|
||||
TEXTURE_REFRACTION_ROUGHNESS,
|
||||
TEXTURE_DETAIL_MASK,
|
||||
TEXTURE_DETAIL_ALBEDO,
|
||||
TEXTURE_DETAIL_NORMAL,
|
||||
|
@ -165,11 +165,6 @@ public:
|
|||
DIFFUSE_BURLEY,
|
||||
};
|
||||
|
||||
enum SpecularMode {
|
||||
SPECULAR_MODE_METALLIC,
|
||||
SPECULAR_MODE_SPECULAR,
|
||||
};
|
||||
|
||||
enum BillboardMode {
|
||||
BILLBOARD_DISABLED,
|
||||
BILLBOARD_ENABLED,
|
||||
|
@ -230,7 +225,6 @@ private:
|
|||
}
|
||||
mk.detail_blend_mode = detail_blend_mode;
|
||||
mk.diffuse_mode = diffuse_mode;
|
||||
mk.specular_mode = specular_mode;
|
||||
mk.billboard_mode = billboard_mode;
|
||||
|
||||
return mk;
|
||||
|
@ -239,7 +233,7 @@ private:
|
|||
struct ShaderNames {
|
||||
StringName albedo;
|
||||
StringName specular;
|
||||
StringName metalness;
|
||||
StringName metallic;
|
||||
StringName roughness;
|
||||
StringName emission;
|
||||
StringName emission_energy;
|
||||
|
@ -275,8 +269,8 @@ private:
|
|||
_FORCE_INLINE_ bool _is_shader_dirty() const;
|
||||
|
||||
Color albedo;
|
||||
Color specular;
|
||||
float metalness;
|
||||
float specular;
|
||||
float metallic;
|
||||
float roughness;
|
||||
Color emission;
|
||||
float emission_energy;
|
||||
|
@ -310,7 +304,6 @@ private:
|
|||
CullMode cull_mode;
|
||||
bool flags[FLAG_MAX];
|
||||
DiffuseMode diffuse_mode;
|
||||
SpecularMode specular_mode;
|
||||
BillboardMode billboard_mode;
|
||||
|
||||
bool features[FEATURE_MAX];
|
||||
|
@ -327,14 +320,11 @@ public:
|
|||
void set_albedo(const Color &p_albedo);
|
||||
Color get_albedo() const;
|
||||
|
||||
void set_specular_mode(SpecularMode p_mode);
|
||||
SpecularMode get_specular_mode() const;
|
||||
void set_specular(float p_specular);
|
||||
float get_specular() const;
|
||||
|
||||
void set_specular(const Color &p_specular);
|
||||
Color get_specular() const;
|
||||
|
||||
void set_metalness(float p_metalness);
|
||||
float get_metalness() const;
|
||||
void set_metallic(float p_metallic);
|
||||
float get_metallic() const;
|
||||
|
||||
void set_roughness(float p_roughness);
|
||||
float get_roughness() const;
|
||||
|
@ -447,7 +437,6 @@ VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
|
|||
VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
|
||||
VARIANT_ENUM_CAST(SpatialMaterial::Flags)
|
||||
VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
|
||||
VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
|
||||
VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
|
||||
|
||||
//////////////////////
|
||||
|
|
|
@ -91,7 +91,8 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
|
||||
|
|
Loading…
Reference in New Issue