/*************************************************************************/ /* material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "material.h" #include "core/config/engine.h" #include "core/version.h" #include "scene/main/scene_tree.h" #include "scene/scene_string_names.h" void Material::set_next_pass(const Ref &p_pass) { for (Ref pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) { ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop."); } if (next_pass == p_pass) { return; } next_pass = p_pass; RID next_pass_rid; if (next_pass.is_valid()) { next_pass_rid = next_pass->get_rid(); } RS::get_singleton()->material_set_next_pass(material, next_pass_rid); } Ref Material::get_next_pass() const { return next_pass; } void Material::set_render_priority(int p_priority) { ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN); ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX); render_priority = p_priority; RS::get_singleton()->material_set_render_priority(material, p_priority); } int Material::get_render_priority() const { return render_priority; } RID Material::get_rid() const { return material; } void Material::_validate_property(PropertyInfo &property) const { if (!_can_do_next_pass() && property.name == "next_pass") { property.usage = PROPERTY_USAGE_NONE; } if (!_can_use_render_priority() && property.name == "render_priority") { property.usage = PROPERTY_USAGE_NONE; } } void Material::inspect_native_shader_code() { SceneTree *st = Object::cast_to(OS::get_singleton()->get_main_loop()); RID shader = get_shader_rid(); if (st && shader.is_valid()) { st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader); } } void Material::_bind_methods() { ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass); ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass); ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority); ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority); ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code); ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass"); BIND_CONSTANT(RENDER_PRIORITY_MAX); BIND_CONSTANT(RENDER_PRIORITY_MIN); } Material::Material() { material = RenderingServer::get_singleton()->material_create(); render_priority = 0; } Material::~Material() { RenderingServer::get_singleton()->free(material); } /////////////////////////////////// bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); if (!pr) { String n = p_name; if (n.find("param/") == 0) { //backwards compatibility pr = n.substr(6, n.length()); } if (n.find("shader_param/") == 0) { //backwards compatibility pr = n.replace_first("shader_param/", ""); } } if (pr) { set_shader_param(pr, p_value); return true; } } return false; } bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); if (!pr) { String n = p_name; if (n.find("param/") == 0) { //backwards compatibility pr = n.substr(6, n.length()); } if (n.find("shader_param/") == 0) { //backwards compatibility pr = n.replace_first("shader_param/", ""); } } if (pr) { const Map::Element *E = param_cache.find(pr); if (E) { r_ret = E->get(); } else { r_ret = Variant(); } return true; } } return false; } void ShaderMaterial::_get_property_list(List *p_list) const { if (!shader.is_null()) { shader->get_param_list(p_list); } } bool ShaderMaterial::property_can_revert(const String &p_name) { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); if (pr) { Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr); Variant current_value; _get(p_name, current_value); return default_value.get_type() != Variant::NIL && default_value != current_value; } } return false; } Variant ShaderMaterial::property_get_revert(const String &p_name) { Variant r_ret; if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); if (pr) { r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr); } } return r_ret; } void ShaderMaterial::set_shader(const Ref &p_shader) { // Only connect/disconnect the signal when running in the editor. // This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`) // does nothing in non-editor builds anyway. See GH-34741 for details. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) { shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed)); } shader = p_shader; RID rid; if (shader.is_valid()) { rid = shader->get_rid(); if (Engine::get_singleton()->is_editor_hint()) { shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed)); } } RS::get_singleton()->material_set_shader(_get_material(), rid); notify_property_list_changed(); //properties for shader exposed emit_changed(); } Ref ShaderMaterial::get_shader() const { return shader; } void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) { if (p_value.get_type() == Variant::NIL) { param_cache.erase(p_param); RS::get_singleton()->material_set_param(_get_material(), p_param, Variant()); } else { param_cache[p_param] = p_value; if (p_value.get_type() == Variant::OBJECT) { RID tex_rid = p_value; if (tex_rid == RID()) { param_cache.erase(p_param); RS::get_singleton()->material_set_param(_get_material(), p_param, Variant()); } else { RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid); } } else { RS::get_singleton()->material_set_param(_get_material(), p_param, p_value); } } } Variant ShaderMaterial::get_shader_param(const StringName &p_param) const { if (param_cache.has(p_param)) { return param_cache[p_param]; } else { return Variant(); } } void ShaderMaterial::_shader_changed() { notify_property_list_changed(); //update all properties } void ShaderMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader); ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader); ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param); ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param); ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert); ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader"); } void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { String f = p_function.operator String(); if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) { if (shader.is_valid()) { List pl; shader->get_param_list(&pl); for (const PropertyInfo &E : pl) { r_options->push_back(E.name.replace_first("shader_param/", "").quote()); } } } Resource::get_argument_options(p_function, p_idx, r_options); } bool ShaderMaterial::_can_do_next_pass() const { return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; } bool ShaderMaterial::_can_use_render_priority() const { return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; } Shader::Mode ShaderMaterial::get_shader_mode() const { if (shader.is_valid()) { return shader->get_mode(); } else { return Shader::MODE_SPATIAL; } } RID ShaderMaterial::get_shader_rid() const { if (shader.is_valid()) { return shader->get_rid(); } else { return RID(); } } ShaderMaterial::ShaderMaterial() { } ShaderMaterial::~ShaderMaterial() { } ///////////////////////////////// Mutex BaseMaterial3D::material_mutex; SelfList::List *BaseMaterial3D::dirty_materials = nullptr; Map BaseMaterial3D::shader_map; BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr; void BaseMaterial3D::init_shaders() { dirty_materials = memnew(SelfList::List); shader_names = memnew(ShaderNames); shader_names->albedo = "albedo"; shader_names->specular = "specular"; shader_names->roughness = "roughness"; shader_names->metallic = "metallic"; shader_names->emission = "emission"; shader_names->emission_energy = "emission_energy"; shader_names->normal_scale = "normal_scale"; shader_names->rim = "rim"; shader_names->rim_tint = "rim_tint"; shader_names->clearcoat = "clearcoat"; shader_names->clearcoat_gloss = "clearcoat_gloss"; shader_names->anisotropy = "anisotropy_ratio"; shader_names->heightmap_scale = "heightmap_scale"; shader_names->subsurface_scattering_strength = "subsurface_scattering_strength"; shader_names->backlight = "backlight"; shader_names->refraction = "refraction"; shader_names->point_size = "point_size"; shader_names->uv1_scale = "uv1_scale"; shader_names->uv1_offset = "uv1_offset"; shader_names->uv2_scale = "uv2_scale"; shader_names->uv2_offset = "uv2_offset"; shader_names->uv1_blend_sharpness = "uv1_blend_sharpness"; shader_names->uv2_blend_sharpness = "uv2_blend_sharpness"; shader_names->particles_anim_h_frames = "particles_anim_h_frames"; shader_names->particles_anim_v_frames = "particles_anim_v_frames"; shader_names->particles_anim_loop = "particles_anim_loop"; shader_names->heightmap_min_layers = "heightmap_min_layers"; shader_names->heightmap_max_layers = "heightmap_max_layers"; shader_names->heightmap_flip = "heightmap_flip"; shader_names->grow = "grow"; shader_names->ao_light_affect = "ao_light_affect"; shader_names->proximity_fade_distance = "proximity_fade_distance"; shader_names->distance_fade_min = "distance_fade_min"; shader_names->distance_fade_max = "distance_fade_max"; shader_names->metallic_texture_channel = "metallic_texture_channel"; shader_names->ao_texture_channel = "ao_texture_channel"; shader_names->clearcoat_texture_channel = "clearcoat_texture_channel"; shader_names->rim_texture_channel = "rim_texture_channel"; shader_names->heightmap_texture_channel = "heightmap_texture_channel"; shader_names->refraction_texture_channel = "refraction_texture_channel"; shader_names->transmittance_color = "transmittance_color"; shader_names->transmittance_depth = "transmittance_depth"; shader_names->transmittance_boost = "transmittance_boost"; shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo"; shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic"; shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness"; shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission"; shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal"; shader_names->texture_names[TEXTURE_RIM] = "texture_rim"; shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat"; shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap"; shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion"; shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap"; shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering"; shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance"; shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo"; shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal"; shader_names->texture_names[TEXTURE_ORM] = "texture_orm"; shader_names->alpha_scissor_threshold = "alpha_scissor_threshold"; shader_names->alpha_hash_scale = "alpha_hash_scale"; shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge"; shader_names->albedo_texture_size = "albedo_texture_size"; } Ref BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D]; void BaseMaterial3D::finish_shaders() { for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) { materials_for_2d[i].unref(); } memdelete(dirty_materials); dirty_materials = nullptr; memdelete(shader_names); } void BaseMaterial3D::_update_shader() { dirty_materials->remove(&element); MaterialKey mk = _compute_key(); if (mk == current_key) { return; //no update required in the end } if (shader_map.has(current_key)) { shader_map[current_key].users--; if (shader_map[current_key].users == 0) { //deallocate shader, as it's no longer in use RS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } } current_key = mk; if (shader_map.has(mk)) { RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); shader_map[mk].users++; return; } String texfilter_str; switch (texture_filter) { case TEXTURE_FILTER_NEAREST: texfilter_str = "filter_nearest"; break; case TEXTURE_FILTER_LINEAR: texfilter_str = "filter_linear"; break; case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: texfilter_str = "filter_nearest_mipmap"; break; case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: texfilter_str = "filter_linear_mipmap"; break; case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_nearest_mipmap_aniso"; break; case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_linear_mipmap_aniso"; break; case TEXTURE_FILTER_MAX: break; // Internal value, skip. } if (flags[FLAG_USE_TEXTURE_REPEAT]) { texfilter_str += ",repeat_enable"; } else { texfilter_str += ",repeat_disable"; } //must create a shader! // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). String code = vformat( "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n", orm ? "ORMMaterial3D" : "StandardMaterial3D"); code += "shader_type spatial;\nrender_mode "; switch (blend_mode) { case BLEND_MODE_MIX: code += "blend_mix"; break; case BLEND_MODE_ADD: code += "blend_add"; break; case BLEND_MODE_SUB: code += "blend_sub"; break; case BLEND_MODE_MUL: code += "blend_mul"; break; case BLEND_MODE_MAX: break; // Internal value, skip. } DepthDrawMode ddm = depth_draw_mode; if (features[FEATURE_REFRACTION]) { ddm = DEPTH_DRAW_ALWAYS; } switch (ddm) { case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break; case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break; case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break; case DEPTH_DRAW_MAX: break; // Internal value, skip. } switch (cull_mode) { case CULL_BACK: code += ",cull_back"; break; case CULL_FRONT: code += ",cull_front"; break; case CULL_DISABLED: code += ",cull_disabled"; break; case CULL_MAX: break; // Internal value, skip. } switch (diffuse_mode) { case DIFFUSE_BURLEY: code += ",diffuse_burley"; break; case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break; case DIFFUSE_LAMBERT_WRAP: code += ",diffuse_lambert_wrap"; break; case DIFFUSE_TOON: code += ",diffuse_toon"; break; case DIFFUSE_MAX: break; // Internal value, skip. } switch (specular_mode) { case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break; case SPECULAR_BLINN: code += ",specular_blinn"; break; case SPECULAR_PHONG: code += ",specular_phong"; break; case SPECULAR_TOON: code += ",specular_toon"; break; case SPECULAR_DISABLED: code += ",specular_disabled"; break; case SPECULAR_MAX: break; // Internal value, skip. } if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) { code += ",sss_mode_skin"; } if (shading_mode == SHADING_MODE_UNSHADED) { code += ",unshaded"; } if (flags[FLAG_DISABLE_DEPTH_TEST]) { code += ",depth_test_disabled"; } if (flags[FLAG_PARTICLE_TRAILS_MODE]) { code += ",particle_trails"; } if (shading_mode == SHADING_MODE_PER_VERTEX) { code += ",vertex_lighting"; } if (flags[FLAG_DONT_RECEIVE_SHADOWS]) { code += ",shadows_disabled"; } if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) { code += ",ambient_light_disabled"; } if (flags[FLAG_USE_SHADOW_TO_OPACITY]) { code += ",shadow_to_opacity"; } if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) { code += ",depth_prepass_alpha"; } // Although its technically possible to do alpha antialiasing without using alpha hash or alpha scissor, // it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can // saturate the MSAA mask if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) { // alpha antialiasing is only useful in ALPHA_HASH or ALPHA_SCISSOR if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { code += ",alpha_to_coverage"; } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { code += ",alpha_to_coverage_and_one"; } } code += ";\n"; code += "uniform vec4 albedo : hint_color;\n"; code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n"; if (grow_enabled) { code += "uniform float grow;\n"; } if (proximity_fade_enabled) { code += "uniform float proximity_fade_distance;\n"; } if (distance_fade != DISTANCE_FADE_DISABLED) { code += "uniform float distance_fade_min;\n"; code += "uniform float distance_fade_max;\n"; } // alpha scissor is only valid if there is not antialiasing edge // alpha hash is valid whenever, but not with alpha scissor if (transparency == TRANSPARENCY_ALPHA_SCISSOR) { code += "uniform float alpha_scissor_threshold;\n"; } else if (transparency == TRANSPARENCY_ALPHA_HASH) { code += "uniform float alpha_hash_scale;\n"; } // if alpha antialiasing isn't off, add in the edge variable if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) { code += "uniform float alpha_antialiasing_edge;\n"; code += "uniform ivec2 albedo_texture_size;\n"; } code += "uniform float point_size : hint_range(0,128);\n"; //TODO ALL HINTS if (!orm) { code += "uniform float roughness : hint_range(0,1);\n"; code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n"; code += "uniform vec4 metallic_texture_channel;\n"; switch (roughness_texture_channel) { case TEXTURE_CHANNEL_RED: { code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n"; } break; case TEXTURE_CHANNEL_GREEN: { code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n"; } break; case TEXTURE_CHANNEL_BLUE: { code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n"; } break; case TEXTURE_CHANNEL_ALPHA: { code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n"; } break; case TEXTURE_CHANNEL_GRAYSCALE: { code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n"; } break; case TEXTURE_CHANNEL_MAX: break; // Internal value, skip. } code += "uniform float specular;\n"; code += "uniform float metallic;\n"; } else { code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n"; } if (billboard_mode == BILLBOARD_PARTICLES) { code += "uniform int particles_anim_h_frames;\n"; code += "uniform int particles_anim_v_frames;\n"; code += "uniform bool particles_anim_loop;\n"; } if (features[FEATURE_EMISSION]) { code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n"; code += "uniform vec4 emission : hint_color;\n"; code += "uniform float emission_energy;\n"; } if (features[FEATURE_REFRACTION]) { code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n"; code += "uniform float refraction : hint_range(-16,16);\n"; code += "uniform vec4 refraction_texture_channel;\n"; } if (features[FEATURE_NORMAL_MAPPING]) { code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n"; code += "uniform float normal_scale : hint_range(-16,16);\n"; } if (features[FEATURE_RIM]) { code += "uniform float rim : hint_range(0,1);\n"; code += "uniform float rim_tint : hint_range(0,1);\n"; code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n"; } if (features[FEATURE_CLEARCOAT]) { code += "uniform float clearcoat : hint_range(0,1);\n"; code += "uniform float clearcoat_gloss : hint_range(0,1);\n"; code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n"; } if (features[FEATURE_ANISOTROPY]) { code += "uniform float anisotropy_ratio : hint_range(0,256);\n"; code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n"; code += "uniform vec4 ao_texture_channel;\n"; code += "uniform float ao_light_affect;\n"; } if (features[FEATURE_DETAIL]) { code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n"; code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n"; code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n"; } if (features[FEATURE_SUBSURFACE_SCATTERING]) { code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n"; code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n"; } if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { code += "uniform vec4 transmittance_color : hint_color;\n"; code += "uniform float transmittance_depth;\n"; code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n"; code += "uniform float transmittance_boost;\n"; } if (features[FEATURE_BACKLIGHT]) { code += "uniform vec4 backlight : hint_color;\n"; code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n"; } if (features[FEATURE_HEIGHT_MAPPING]) { code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n"; code += "uniform float heightmap_scale;\n"; code += "uniform int heightmap_min_layers;\n"; code += "uniform int heightmap_max_layers;\n"; code += "uniform vec2 heightmap_flip;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "varying vec3 uv1_triplanar_pos;\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "varying vec3 uv2_triplanar_pos;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "uniform float uv1_blend_sharpness;\n"; code += "varying vec3 uv1_power_normal;\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += "uniform float uv2_blend_sharpness;\n"; code += "varying vec3 uv2_power_normal;\n"; } code += "uniform vec3 uv1_scale;\n"; code += "uniform vec3 uv1_offset;\n"; code += "uniform vec3 uv2_scale;\n"; code += "uniform vec3 uv2_offset;\n"; code += "\n\n"; code += "void vertex() {\n"; if (flags[FLAG_SRGB_VERTEX_COLOR]) { code += " if (!OUTPUT_IS_SRGB) {\n"; code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n"; code += " }\n"; } if (flags[FLAG_USE_POINT_SIZE]) { code += " POINT_SIZE=point_size;\n"; } if (shading_mode == SHADING_MODE_PER_VERTEX) { code += " ROUGHNESS=roughness;\n"; } if (!flags[FLAG_UV1_USE_TRIPLANAR]) { code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n"; } switch (billboard_mode) { case BILLBOARD_DISABLED: { } break; case BILLBOARD_ENABLED: { code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_FIXED_Y: { code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_PARTICLES: { //make billboard code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; //rotate by rotation code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; //set modelview code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; //handle animation code += " float h_frames = float(particles_anim_h_frames);\n"; code += " float v_frames = float(particles_anim_v_frames);\n"; code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; code += " if (!particles_anim_loop) {\n"; code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; code += " } else {\n"; code += " particle_frame = mod(particle_frame, particle_total_frames);\n"; code += " }"; code += " UV /= vec2(h_frames, v_frames);\n"; code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n"; } break; case BILLBOARD_MAX: break; // Internal value, skip. } if (flags[FLAG_FIXED_SIZE]) { code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n"; //orthogonal matrix, try to do about the same //with viewport size code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n"; code += " float sc = (h * 2.0); //consistent with Y-fov\n"; code += " MODELVIEW_MATRIX[0]*=sc;\n"; code += " MODELVIEW_MATRIX[1]*=sc;\n"; code += " MODELVIEW_MATRIX[2]*=sc;\n"; code += " } else {\n"; //just scale by depth code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n"; code += " MODELVIEW_MATRIX[0]*=sc;\n"; code += " MODELVIEW_MATRIX[1]*=sc;\n"; code += " MODELVIEW_MATRIX[2]*=sc;\n"; code += " }\n"; } if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) { code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { //generate tangent and binormal in world space code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n"; code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n"; code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n"; code += " TANGENT = normalize(TANGENT);\n"; code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n"; code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n"; code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n"; code += " BINORMAL = normalize(BINORMAL);\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; } else { code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; } code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) { code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; } else { code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; } code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"; } if (grow_enabled) { code += " VERTEX+=NORMAL*grow;\n"; } code += "}\n"; code += "\n\n"; if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n"; code += " vec4 samp=vec4(0.0);\n"; code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n"; code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n"; code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n"; code += " return samp;\n"; code += "}\n"; } code += "\n\n"; code += "void fragment() {\n"; if (!flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 base_uv = UV;\n"; } if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) { code += " vec2 base_uv2 = UV2;\n"; } if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) { // Display both resource name and albedo texture name. // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful. // On the other hand, albedo textures are almost always external to the scene. if (textures[TEXTURE_ALBEDO].is_valid()) { WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path())); } else if (!get_path().is_empty()) { WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path())); } else { // Resource wasn't saved yet. WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping."); } } if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar code += " {\n"; code += " vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-) if (deep_parallax) { code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n"; code += " float layer_depth = 1.0 / num_layers;\n"; code += " float current_layer_depth = 0.0;\n"; code += " vec2 P = view_dir.xy * heightmap_scale;\n"; code += " vec2 delta = P / num_layers;\n"; code += " vec2 ofs = base_uv;\n"; if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " float depth = texture(texture_heightmap, ofs).r;\n"; } else { code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; } code += " float current_depth = 0.0;\n"; code += " while(current_depth < depth) {\n"; code += " ofs -= delta;\n"; if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " depth = texture(texture_heightmap, ofs).r;\n"; } else { code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; } code += " current_depth += layer_depth;\n"; code += " }\n"; code += " vec2 prev_ofs = ofs + delta;\n"; code += " float after_depth = depth - current_depth;\n"; if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n"; } else { code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n"; } code += " float weight = after_depth / (after_depth - before_depth);\n"; code += " ofs = mix(ofs,prev_ofs,weight);\n"; } else { if (flags[FLAG_INVERT_HEIGHTMAP]) { code += " float depth = texture(texture_heightmap, base_uv).r;\n"; } else { code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n"; } // Use offset limiting to improve the appearance of non-deep parallax. // This reduces the impression of depth, but avoids visible warping in the distance. code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale;\n"; } code += " base_uv=ofs;\n"; if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) { code += " base_uv2-=ofs;\n"; } code += " }\n"; } if (flags[FLAG_USE_POINT_SIZE]) { code += " vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n"; } else { code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n"; } } if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) { code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n"; } if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) { code += " albedo_tex *= COLOR;\n"; } code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n"; if (!orm) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n"; } else { code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n"; } code += " METALLIC = metallic_tex * metallic;\n"; switch (roughness_texture_channel) { case TEXTURE_CHANNEL_RED: { code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n"; } break; case TEXTURE_CHANNEL_GREEN: { code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n"; } break; case TEXTURE_CHANNEL_BLUE: { code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n"; } break; case TEXTURE_CHANNEL_ALPHA: { code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n"; } break; case TEXTURE_CHANNEL_GRAYSCALE: { code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n"; } break; case TEXTURE_CHANNEL_MAX: break; // Internal value, skip. } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n"; } else { code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n"; } code += " ROUGHNESS = roughness_tex * roughness;\n"; code += " SPECULAR = specular;\n"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n"; } else { code += " vec4 orm_tex = texture(texture_orm,base_uv);\n"; } code += " ROUGHNESS = orm_tex.g;\n"; code += " METALLIC = orm_tex.b;\n"; } if (features[FEATURE_NORMAL_MAPPING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n"; } code += " NORMAL_MAP_DEPTH = normal_scale;\n"; } if (features[FEATURE_EMISSION]) { if (flags[FLAG_EMISSION_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n"; } else { code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n"; } } if (emission_op == EMISSION_OP_ADD) { code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n"; } else { code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n"; } } if (features[FEATURE_REFRACTION]) { if (features[FEATURE_NORMAL_MAPPING]) { code += " vec3 unpacked_normal = NORMAL_MAP;\n"; code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n"; code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n"; code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n"; } else { code += " vec3 ref_normal = NORMAL;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n"; } else { code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n"; } code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n"; code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n"; code += " ALBEDO *= 1.0 - ref_amount;\n"; code += " ALPHA = 1.0;\n"; } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) { code += " ALPHA *= albedo.a * albedo_tex.a;\n"; } if (transparency == TRANSPARENCY_ALPHA_HASH) { code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n"; } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) { code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n"; } if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) { code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n"; code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n"; } if (proximity_fade_enabled) { code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n"; code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n"; code += " world_pos.xyz/=world_pos.w;\n"; code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n"; } if (distance_fade != DISTANCE_FADE_DISABLED) { if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { if (!RenderingServer::get_singleton()->is_low_end()) { code += " {\n"; if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; } else { code += " float fade_distance=-VERTEX.z;\n"; } code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; code += " int x = int(FRAGCOORD.x) % 4;\n"; code += " int y = int(FRAGCOORD.y) % 4;\n"; code += " int index = x + y * 4;\n"; code += " float limit = 0.0;\n\n"; code += " if (x < 8) {\n"; code += " if (index == 0) limit = 0.0625;\n"; code += " if (index == 1) limit = 0.5625;\n"; code += " if (index == 2) limit = 0.1875;\n"; code += " if (index == 3) limit = 0.6875;\n"; code += " if (index == 4) limit = 0.8125;\n"; code += " if (index == 5) limit = 0.3125;\n"; code += " if (index == 6) limit = 0.9375;\n"; code += " if (index == 7) limit = 0.4375;\n"; code += " if (index == 8) limit = 0.25;\n"; code += " if (index == 9) limit = 0.75;\n"; code += " if (index == 10) limit = 0.125;\n"; code += " if (index == 11) limit = 0.625;\n"; code += " if (index == 12) limit = 1.0;\n"; code += " if (index == 13) limit = 0.5;\n"; code += " if (index == 14) limit = 0.875;\n"; code += " if (index == 15) limit = 0.375;\n"; code += " }\n\n"; code += " if (fade < limit)\n"; code += " discard;\n"; code += " }\n\n"; } } else { code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; } } if (features[FEATURE_RIM]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n"; } else { code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n"; } code += " RIM = rim*rim_tex.x;"; code += " RIM_TINT = rim_tint*rim_tex.y;\n"; } if (features[FEATURE_CLEARCOAT]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n"; } else { code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n"; } code += " CLEARCOAT = clearcoat*clearcoat_tex.x;"; code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; } if (features[FEATURE_ANISOTROPY]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n"; } else { code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n"; } code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n"; code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { if (!orm) { if (flags[FLAG_AO_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n"; } else { code += " AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n"; } else { code += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n"; } } } else { code += " AO = orm_tex.r;\n"; } code += " AO_LIGHT_AFFECT = ao_light_affect;\n"; } if (features[FEATURE_SUBSURFACE_SCATTERING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n"; } else { code += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n"; } code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; } if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n"; } else { code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n"; } code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n"; code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n"; code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n"; } if (features[FEATURE_BACKLIGHT]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n"; } code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n"; } if (features[FEATURE_DETAIL]) { bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2); if (triplanar) { String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2"; code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"; code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"; } else { String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2"; code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"; code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n"; } else { code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; } switch (detail_blend_mode) { case BLEND_MODE_MIX: { code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_ADD: { code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_SUB: { code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_MUL: { code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_MAX: break; // Internal value, skip. } code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n"; code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n"; code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; } code += "}\n"; ShaderData shader_data; shader_data.shader = RS::get_singleton()->shader_create(); shader_data.users = 1; RS::get_singleton()->shader_set_code(shader_data.shader, code); shader_map[mk] = shader_data; RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); } void BaseMaterial3D::flush_changes() { MutexLock lock(material_mutex); while (dirty_materials->first()) { dirty_materials->first()->self()->_update_shader(); } } void BaseMaterial3D::_queue_shader_change() { MutexLock lock(material_mutex); if (is_initialized && !element.in_list()) { dirty_materials->add(&element); } } bool BaseMaterial3D::_is_shader_dirty() const { MutexLock lock(material_mutex); return element.in_list(); } void BaseMaterial3D::set_albedo(const Color &p_albedo) { albedo = p_albedo; RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo); } Color BaseMaterial3D::get_albedo() const { return albedo; } void BaseMaterial3D::set_specular(float p_specular) { specular = p_specular; RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular); } float BaseMaterial3D::get_specular() const { return specular; } void BaseMaterial3D::set_roughness(float p_roughness) { roughness = p_roughness; RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness); } float BaseMaterial3D::get_roughness() const { return roughness; } void BaseMaterial3D::set_metallic(float p_metallic) { metallic = p_metallic; RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic); } float BaseMaterial3D::get_metallic() const { return metallic; } void BaseMaterial3D::set_emission(const Color &p_emission) { emission = p_emission; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission); } Color BaseMaterial3D::get_emission() const { return emission; } void BaseMaterial3D::set_emission_energy(float p_emission_energy) { emission_energy = p_emission_energy; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy); } float BaseMaterial3D::get_emission_energy() const { return emission_energy; } void BaseMaterial3D::set_normal_scale(float p_normal_scale) { normal_scale = p_normal_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale); } float BaseMaterial3D::get_normal_scale() const { return normal_scale; } void BaseMaterial3D::set_rim(float p_rim) { rim = p_rim; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim); } float BaseMaterial3D::get_rim() const { return rim; } void BaseMaterial3D::set_rim_tint(float p_rim_tint) { rim_tint = p_rim_tint; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint); } float BaseMaterial3D::get_rim_tint() const { return rim_tint; } void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) { ao_light_affect = p_ao_light_affect; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect); } float BaseMaterial3D::get_ao_light_affect() const { return ao_light_affect; } void BaseMaterial3D::set_clearcoat(float p_clearcoat) { clearcoat = p_clearcoat; RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat); } float BaseMaterial3D::get_clearcoat() const { return clearcoat; } void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) { clearcoat_gloss = p_clearcoat_gloss; RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss); } float BaseMaterial3D::get_clearcoat_gloss() const { return clearcoat_gloss; } void BaseMaterial3D::set_anisotropy(float p_anisotropy) { anisotropy = p_anisotropy; RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy); } float BaseMaterial3D::get_anisotropy() const { return anisotropy; } void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) { heightmap_scale = p_heightmap_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale); } float BaseMaterial3D::get_heightmap_scale() const { return heightmap_scale; } void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) { subsurface_scattering_strength = p_subsurface_scattering_strength; RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength); } float BaseMaterial3D::get_subsurface_scattering_strength() const { return subsurface_scattering_strength; } void BaseMaterial3D::set_transmittance_color(const Color &p_color) { transmittance_color = p_color; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color); } Color BaseMaterial3D::get_transmittance_color() const { return transmittance_color; } void BaseMaterial3D::set_transmittance_depth(float p_depth) { transmittance_depth = p_depth; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth); } float BaseMaterial3D::get_transmittance_depth() const { return transmittance_depth; } void BaseMaterial3D::set_transmittance_boost(float p_boost) { transmittance_boost = p_boost; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost); } float BaseMaterial3D::get_transmittance_boost() const { return transmittance_boost; } void BaseMaterial3D::set_backlight(const Color &p_backlight) { backlight = p_backlight; RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight); } Color BaseMaterial3D::get_backlight() const { return backlight; } void BaseMaterial3D::set_refraction(float p_refraction) { refraction = p_refraction; RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction); } float BaseMaterial3D::get_refraction() const { return refraction; } void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) { if (detail_uv == p_detail_uv) { return; } detail_uv = p_detail_uv; _queue_shader_change(); } BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const { return detail_uv; } void BaseMaterial3D::set_blend_mode(BlendMode p_mode) { if (blend_mode == p_mode) { return; } blend_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const { return blend_mode; } void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) { detail_blend_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const { return detail_blend_mode; } void BaseMaterial3D::set_transparency(Transparency p_transparency) { if (transparency == p_transparency) { return; } transparency = p_transparency; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const { return transparency; } void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) { if (alpha_antialiasing_mode == p_alpha_aa) { return; } alpha_antialiasing_mode = p_alpha_aa; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const { return alpha_antialiasing_mode; } void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) { if (shading_mode == p_shading_mode) { return; } shading_mode = p_shading_mode; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const { return shading_mode; } void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) { if (depth_draw_mode == p_mode) { return; } depth_draw_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const { return depth_draw_mode; } void BaseMaterial3D::set_cull_mode(CullMode p_mode) { if (cull_mode == p_mode) { return; } cull_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const { return cull_mode; } void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) { if (diffuse_mode == p_mode) { return; } diffuse_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const { return diffuse_mode; } void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) { if (specular_mode == p_mode) { return; } specular_mode = p_mode; _queue_shader_change(); } BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const { return specular_mode; } void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) { ERR_FAIL_INDEX(p_flag, FLAG_MAX); if (flags[p_flag] == p_enabled) { return; } flags[p_flag] = p_enabled; if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN || p_flag == FLAG_USE_POINT_SIZE) { notify_property_list_changed(); } if (p_flag == FLAG_PARTICLE_TRAILS_MODE) { update_configuration_warning(); } _queue_shader_change(); } bool BaseMaterial3D::get_flag(Flags p_flag) const { ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); return flags[p_flag]; } void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) { ERR_FAIL_INDEX(p_feature, FEATURE_MAX); if (features[p_feature] == p_enabled) { return; } features[p_feature] = p_enabled; notify_property_list_changed(); _queue_shader_change(); } bool BaseMaterial3D::get_feature(Feature p_feature) const { ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false); return features[p_feature]; } void BaseMaterial3D::set_texture(TextureParam p_param, const Ref &p_texture) { ERR_FAIL_INDEX(p_param, TEXTURE_MAX); if (get_texture(TEXTURE_ROUGHNESS).is_null() && p_texture.is_valid() && p_param == TEXTURE_ROUGHNESS) { // If no roughness texture is currently set, automatically set the recommended value // for roughness when using a roughness map. set_roughness(1.0); } if (get_texture(TEXTURE_METALLIC).is_null() && p_texture.is_valid() && p_param == TEXTURE_METALLIC) { // If no metallic texture is currently set, automatically set the recommended value // for metallic when using a metallic map. set_metallic(1.0); } textures[p_param] = p_texture; RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid); if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) { RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size, Vector2i(p_texture->get_width(), p_texture->get_height())); } notify_property_list_changed(); _queue_shader_change(); } Ref BaseMaterial3D::get_texture(TextureParam p_param) const { ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref()); return textures[p_param]; } Ref BaseMaterial3D::get_texture_by_name(StringName p_name) const { for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) { TextureParam param = TextureParam(i); if (p_name == shader_names->texture_names[param]) { return textures[param]; } } return Ref(); } void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) { texture_filter = p_filter; _queue_shader_change(); } BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const { return texture_filter; } void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const { if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) { property.usage = PROPERTY_USAGE_NO_EDITOR; } } void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &property) const { if (property.name.begins_with(text)) { property.usage |= PROPERTY_USAGE_HIGH_END_GFX; } } void BaseMaterial3D::_validate_property(PropertyInfo &property) const { _validate_feature("normal", FEATURE_NORMAL_MAPPING, property); _validate_feature("emission", FEATURE_EMISSION, property); _validate_feature("rim", FEATURE_RIM, property); _validate_feature("clearcoat", FEATURE_CLEARCOAT, property); _validate_feature("anisotropy", FEATURE_ANISOTROPY, property); _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property); _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property); _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property); _validate_feature("backlight", FEATURE_BACKLIGHT, property); _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); _validate_high_end("refraction", property); _validate_high_end("subsurf_scatter", property); _validate_high_end("anisotropy", property); _validate_high_end("clearcoat", property); _validate_high_end("heightmap", property); if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) { property.usage = PROPERTY_USAGE_NO_EDITOR; } if (property.name == "grow_amount" && !grow_enabled) { property.usage = PROPERTY_USAGE_NO_EDITOR; } if (property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) { property.usage = PROPERTY_USAGE_NO_EDITOR; } if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) { property.usage = PROPERTY_USAGE_NO_EDITOR; } if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) { property.usage = PROPERTY_USAGE_NO_EDITOR; } // you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH); // alpha anti aliasiasing is only enabled when you can select aa const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa; // alpha scissor slider isn't needed when alpha antialiasing is enabled if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) { property.usage = PROPERTY_USAGE_NONE; } // alpha hash scale slider is only needed if transparency is alpha hash if (property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "alpha_antialiasing_mode" && !can_select_aa) { property.usage = PROPERTY_USAGE_NONE; } // we can't choose an antialiasing mode if alpha isn't possible if (property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "blend_mode" && alpha_aa_enabled) { property.usage = PROPERTY_USAGE_NONE; } if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) { property.usage = PROPERTY_USAGE_NONE; } if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture")) { property.usage = PROPERTY_USAGE_NONE; } if (orm) { if (property.name == "shading_mode") { // Vertex not supported in ORM mode, since no individual roughness. property.hint_string = "Unshaded,Per-Pixel"; } if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) { property.usage = PROPERTY_USAGE_NONE; } } else { if (property.name == "orm_texture") { property.usage = PROPERTY_USAGE_NONE; } } if (shading_mode != SHADING_MODE_PER_PIXEL) { if (shading_mode != SHADING_MODE_PER_VERTEX) { //these may still work per vertex if (property.name.begins_with("ao")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("emission")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("metallic")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("rim")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("roughness")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("subsurf_scatter")) { property.usage = PROPERTY_USAGE_NONE; } } //these definitely only need per pixel if (property.name.begins_with("anisotropy")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("clearcoat")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("normal")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("backlight")) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("transmittance")) { property.usage = PROPERTY_USAGE_NONE; } } } void BaseMaterial3D::set_point_size(float p_point_size) { point_size = p_point_size; RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size); } float BaseMaterial3D::get_point_size() const { return point_size; } void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) { uv1_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale); } Vector3 BaseMaterial3D::get_uv1_scale() const { return uv1_scale; } void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) { uv1_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset); } Vector3 BaseMaterial3D::get_uv1_offset() const { return uv1_offset; } void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) { uv1_triplanar_sharpness = p_sharpness; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness); } float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const { return uv1_triplanar_sharpness; } void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) { uv2_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale); } Vector3 BaseMaterial3D::get_uv2_scale() const { return uv2_scale; } void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) { uv2_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset); } Vector3 BaseMaterial3D::get_uv2_offset() const { return uv2_offset; } void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) { uv2_triplanar_sharpness = p_sharpness; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness); } float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const { return uv2_triplanar_sharpness; } void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) { billboard_mode = p_mode; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const { return billboard_mode; } void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) { particles_anim_h_frames = p_frames; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames); } int BaseMaterial3D::get_particles_anim_h_frames() const { return particles_anim_h_frames; } void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) { particles_anim_v_frames = p_frames; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames); } int BaseMaterial3D::get_particles_anim_v_frames() const { return particles_anim_v_frames; } void BaseMaterial3D::set_particles_anim_loop(bool p_loop) { particles_anim_loop = p_loop; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop); } bool BaseMaterial3D::get_particles_anim_loop() const { return particles_anim_loop; } void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) { deep_parallax = p_enable; _queue_shader_change(); notify_property_list_changed(); } bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const { return deep_parallax; } void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) { deep_parallax_min_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer); } int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const { return deep_parallax_min_layers; } void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) { deep_parallax_max_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer); } int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const { return deep_parallax_max_layers; } void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) { heightmap_parallax_flip_tangent = p_flip; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1)); } bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const { return heightmap_parallax_flip_tangent; } void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) { heightmap_parallax_flip_binormal = p_flip; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1)); } bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const { return heightmap_parallax_flip_binormal; } void BaseMaterial3D::set_grow_enabled(bool p_enable) { grow_enabled = p_enable; _queue_shader_change(); notify_property_list_changed(); } bool BaseMaterial3D::is_grow_enabled() const { return grow_enabled; } void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) { alpha_scissor_threshold = p_threshold; RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold); } float BaseMaterial3D::get_alpha_scissor_threshold() const { return alpha_scissor_threshold; } void BaseMaterial3D::set_alpha_hash_scale(float p_scale) { alpha_hash_scale = p_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale); } float BaseMaterial3D::get_alpha_hash_scale() const { return alpha_hash_scale; } void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) { alpha_antialiasing_edge = p_edge; RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge); } float BaseMaterial3D::get_alpha_antialiasing_edge() const { return alpha_antialiasing_edge; } void BaseMaterial3D::set_grow(float p_grow) { grow = p_grow; RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow); } float BaseMaterial3D::get_grow() const { return grow; } static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) { static const Plane masks[5] = { Plane(1, 0, 0, 0), Plane(0, 1, 0, 0), Plane(0, 0, 1, 0), Plane(0, 0, 0, 1), Plane(0.3333333, 0.3333333, 0.3333333, 0), }; return masks[p_channel]; } void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); metallic_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel)); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const { return metallic_texture_channel; } void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); roughness_texture_channel = p_channel; _queue_shader_change(); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const { return roughness_texture_channel; } void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); ao_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel)); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const { return ao_texture_channel; } void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) { ERR_FAIL_INDEX(p_channel, 5); refraction_texture_channel = p_channel; RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel)); } BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const { return refraction_texture_channel; } Ref BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, RID *r_shader_rid) { int version = 0; if (p_shaded) { version = 1; } if (p_transparent) { version |= 2; } if (p_cut_alpha) { version |= 4; } if (p_opaque_prepass) { version |= 8; } if (p_double_sided) { version |= 16; } if (p_billboard) { version |= 32; } if (p_billboard_y) { version |= 64; } if (materials_for_2d[version].is_valid()) { if (r_shader_rid) { *r_shader_rid = materials_for_2d[version]->get_shader_rid(); } return materials_for_2d[version]; } Ref material; material.instantiate(); material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED); material->set_transparency(p_transparent ? (p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : (p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA)) : TRANSPARENCY_DISABLED); material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK); material->set_flag(FLAG_SRGB_VERTEX_COLOR, true); material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true); if (p_billboard || p_billboard_y) { material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true); material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED); } materials_for_2d[version] = material; if (r_shader_rid) { *r_shader_rid = materials_for_2d[version]->get_shader_rid(); } return materials_for_2d[version]; } void BaseMaterial3D::set_on_top_of_alpha() { set_transparency(TRANSPARENCY_DISABLED); set_render_priority(RENDER_PRIORITY_MAX); set_flag(FLAG_DISABLE_DEPTH_TEST, true); } void BaseMaterial3D::set_proximity_fade(bool p_enable) { proximity_fade_enabled = p_enable; _queue_shader_change(); notify_property_list_changed(); } bool BaseMaterial3D::is_proximity_fade_enabled() const { return proximity_fade_enabled; } void BaseMaterial3D::set_proximity_fade_distance(float p_distance) { proximity_fade_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance); } float BaseMaterial3D::get_proximity_fade_distance() const { return proximity_fade_distance; } void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) { distance_fade = p_mode; _queue_shader_change(); notify_property_list_changed(); } BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const { return distance_fade; } void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) { distance_fade_max_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance); } float BaseMaterial3D::get_distance_fade_max_distance() const { return distance_fade_max_distance; } void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) { distance_fade_min_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance); } float BaseMaterial3D::get_distance_fade_min_distance() const { return distance_fade_min_distance; } void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) { if (emission_op == p_op) { return; } emission_op = p_op; _queue_shader_change(); } BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const { return emission_op; } RID BaseMaterial3D::get_shader_rid() const { MutexLock lock(material_mutex); ((BaseMaterial3D *)this)->_update_shader(); ERR_FAIL_COND_V(!shader_map.has(current_key), RID()); return shader_map[current_key].shader; } Shader::Mode BaseMaterial3D::get_shader_mode() const { return Shader::MODE_SPATIAL; } void BaseMaterial3D::_bind_methods() { static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes"); ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo); ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo); ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency); ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency); ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing); ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing); ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge); ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge); ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode); ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode); ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular); ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular); ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic); ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic); ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness); ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness); ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission); ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission); ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy); ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy); ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale); ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale); ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim); ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim); ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint); ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint); ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat); ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat); ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss); ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss); ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy); ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy); ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale); ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale); ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color); ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color); ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth); ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth); ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost); ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost); ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight); ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight); ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction); ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction); ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size); ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size); ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv); ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv); ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode); ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode); ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode); ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode); ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode); ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode); ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode); ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode); ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode); ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode); ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag); ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag); ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter); ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter); ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature); ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature); ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture); ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture); ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode); ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode); ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale); ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale); ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset); ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset); ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale); ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale); ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset); ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset); ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness); ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode); ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode); ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames); ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop); ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax); ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent); ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal); ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal); ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow); ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow); ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator); ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator); ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect); ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect); ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold); ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold); ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale); ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale); ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled); ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled); ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel); ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel); ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel); ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel); ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel); ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel); ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel); ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel); ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade); ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled); ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance); ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance); ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade); ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade); ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance); ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance); ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance); ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance); ADD_GROUP("Transparency", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale"); ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge"); ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_blend_mode", "get_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST); ADD_GROUP("Shading", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT); ADD_GROUP("Vertex Color", "vertex_color"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR); ADD_GROUP("Albedo", "albedo_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB); ADD_GROUP("ORM", "orm_"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM); ADD_GROUP("Metallic", "metallic_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC); ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel"); ADD_GROUP("Roughness", "roughness_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS); ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel"); ADD_GROUP("Emission", "emission_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION); ADD_GROUP("NormalMap", "normal_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL); ADD_GROUP("Rim", "rim_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM); ADD_GROUP("Clearcoat", "clearcoat_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT); ADD_GROUP("Anisotropy", "anisotropy_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP); ADD_GROUP("Ambient Occlusion", "ao_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2); ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel"); ADD_GROUP("Height", "heightmap_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_min_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_max_layers", "get_heightmap_deep_parallax_max_layers"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP); ADD_GROUP("Subsurf Scatter", "subsurf_scatter_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING); ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_depth", PROPERTY_HINT_RANGE, "0.001,8,0.001,or_greater"), "set_transmittance_depth", "get_transmittance_depth"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost"); ADD_GROUP("Back Lighting", "backlight_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT); ADD_GROUP("Refraction", "refraction_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION); ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel"); ADD_GROUP("Detail", "detail_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK); ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL); ADD_GROUP("UV1", "uv1_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR); ADD_GROUP("UV2", "uv2_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR); ADD_GROUP("Sampling", "texture_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Aniso.,Linear Mipmap Aniso."), "set_texture_filter", "get_texture_filter"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT); ADD_GROUP("Shadows", ""); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY); ADD_GROUP("Billboard", "billboard_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE); ADD_GROUP("Particles Anim", "particles_anim_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames"); ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop"); ADD_GROUP("Grow", "grow_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow"); ADD_GROUP("Transform", ""); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE); ADD_GROUP("Proximity Fade", "proximity_fade_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance"); ADD_GROUP("Distance Fade", "distance_fade_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance"); BIND_ENUM_CONSTANT(TEXTURE_ALBEDO); BIND_ENUM_CONSTANT(TEXTURE_METALLIC); BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS); BIND_ENUM_CONSTANT(TEXTURE_EMISSION); BIND_ENUM_CONSTANT(TEXTURE_NORMAL); BIND_ENUM_CONSTANT(TEXTURE_RIM); BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT); BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP); BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP); BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE); BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT); BIND_ENUM_CONSTANT(TEXTURE_REFRACTION); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL); BIND_ENUM_CONSTANT(TEXTURE_ORM); BIND_ENUM_CONSTANT(TEXTURE_MAX); BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST); BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR); BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS); BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS); BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC); BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC); BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX); BIND_ENUM_CONSTANT(DETAIL_UV_1); BIND_ENUM_CONSTANT(DETAIL_UV_2); BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH); BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); BIND_ENUM_CONSTANT(TRANSPARENCY_MAX); BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED); BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL); BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX); BIND_ENUM_CONSTANT(SHADING_MODE_MAX); BIND_ENUM_CONSTANT(FEATURE_EMISSION); BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING); BIND_ENUM_CONSTANT(FEATURE_RIM); BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT); BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY); BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING); BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING); BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE); BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT); BIND_ENUM_CONSTANT(FEATURE_REFRACTION); BIND_ENUM_CONSTANT(FEATURE_DETAIL); BIND_ENUM_CONSTANT(FEATURE_MAX); BIND_ENUM_CONSTANT(BLEND_MODE_MIX); BIND_ENUM_CONSTANT(BLEND_MODE_ADD); BIND_ENUM_CONSTANT(BLEND_MODE_SUB); BIND_ENUM_CONSTANT(BLEND_MODE_MUL); BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF); BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY); BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS); BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED); BIND_ENUM_CONSTANT(CULL_BACK); BIND_ENUM_CONSTANT(CULL_FRONT); BIND_ENUM_CONSTANT(CULL_DISABLED); BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST); BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR); BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR); BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE); BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE); BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE); BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR); BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2); BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2); BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB); BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS); BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT); BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY); BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT); BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP); BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN); BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE); BIND_ENUM_CONSTANT(FLAG_MAX); BIND_ENUM_CONSTANT(DIFFUSE_BURLEY); BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT); BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP); BIND_ENUM_CONSTANT(DIFFUSE_TOON); BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX); BIND_ENUM_CONSTANT(SPECULAR_BLINN); BIND_ENUM_CONSTANT(SPECULAR_PHONG); BIND_ENUM_CONSTANT(SPECULAR_TOON); BIND_ENUM_CONSTANT(SPECULAR_DISABLED); BIND_ENUM_CONSTANT(BILLBOARD_DISABLED); BIND_ENUM_CONSTANT(BILLBOARD_ENABLED); BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y); BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA); BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE); BIND_ENUM_CONSTANT(EMISSION_OP_ADD); BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY); BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED); BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA); BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER); BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER); } BaseMaterial3D::BaseMaterial3D(bool p_orm) : element(this) { orm = p_orm; // Initialize to the same values as the shader set_albedo(Color(1.0, 1.0, 1.0, 1.0)); set_specular(0.5); set_roughness(1.0); set_metallic(0.0); set_emission(Color(0, 0, 0)); set_emission_energy(1.0); set_normal_scale(1); set_rim(1.0); set_rim_tint(0.5); set_clearcoat(1); set_clearcoat_gloss(0.5); set_anisotropy(0); set_heightmap_scale(0.05); set_subsurface_scattering_strength(0); set_backlight(Color(0, 0, 0)); set_transmittance_color(Color(1, 1, 1, 1)); set_transmittance_depth(0.1); set_transmittance_boost(0.0); set_refraction(0.05); set_point_size(1); set_uv1_offset(Vector3(0, 0, 0)); set_uv1_scale(Vector3(1, 1, 1)); set_uv1_triplanar_blend_sharpness(1); set_uv2_offset(Vector3(0, 0, 0)); set_uv2_scale(Vector3(1, 1, 1)); set_uv2_triplanar_blend_sharpness(1); set_billboard_mode(BILLBOARD_DISABLED); set_particles_anim_h_frames(1); set_particles_anim_v_frames(1); set_particles_anim_loop(false); set_transparency(TRANSPARENCY_DISABLED); set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF); set_alpha_scissor_threshold(0.05); set_alpha_hash_scale(1.0); set_alpha_antialiasing_edge(0.3); set_proximity_fade_distance(1); set_distance_fade_min_distance(0); set_distance_fade_max_distance(10); set_ao_light_affect(0.0); set_metallic_texture_channel(TEXTURE_CHANNEL_RED); set_roughness_texture_channel(TEXTURE_CHANNEL_RED); set_ao_texture_channel(TEXTURE_CHANNEL_RED); set_refraction_texture_channel(TEXTURE_CHANNEL_RED); set_grow(0.0); set_heightmap_deep_parallax_min_layers(8); set_heightmap_deep_parallax_max_layers(32); set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal flags[FLAG_USE_TEXTURE_REPEAT] = true; is_initialized = true; _queue_shader_change(); } BaseMaterial3D::~BaseMaterial3D() { MutexLock lock(material_mutex); if (shader_map.has(current_key)) { shader_map[current_key].users--; if (shader_map[current_key].users == 0) { //deallocate shader, as it's no longer in use RS::get_singleton()->free(shader_map[current_key].shader); shader_map.erase(current_key); } RS::get_singleton()->material_set_shader(_get_material(), RID()); } } ////////////////////// #ifndef DISABLE_DEPRECATED // Kept for compatibility from 3.x to 4.0. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) { if (p_name == "flags_transparent") { bool transparent = p_value; if (transparent) { set_transparency(TRANSPARENCY_ALPHA); } return true; } else if (p_name == "flags_unshaded") { bool unshaded = p_value; if (unshaded) { set_shading_mode(SHADING_MODE_UNSHADED); } return true; } else if (p_name == "flags_vertex_lighting") { bool vertex_lit = p_value; if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) { set_shading_mode(SHADING_MODE_PER_VERTEX); } return true; } else if (p_name == "params_use_alpha_scissor") { bool use_scissor = p_value; if (use_scissor) { set_transparency(TRANSPARENCY_ALPHA_SCISSOR); } return true; } else if (p_name == "params_use_alpha_hash") { bool use_hash = p_value; if (use_hash) { set_transparency(TRANSPARENCY_ALPHA_HASH); } return true; } else if (p_name == "params_depth_draw_mode") { int mode = p_value; if (mode == 3) { set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); } return true; } else if (p_name == "depth_enabled") { bool enabled = p_value; if (enabled) { set_feature(FEATURE_HEIGHT_MAPPING, true); set_flag(FLAG_INVERT_HEIGHTMAP, true); } return true; } else { static const Pair remaps[] = { { "flags_use_shadow_to_opacity", "shadow_to_opacity" }, { "flags_use_shadow_to_opacity", "shadow_to_opacity" }, { "flags_no_depth_test", "no_depth_test" }, { "flags_use_point_size", "use_point_size" }, { "flags_fixed_size", "fixed_Size" }, { "flags_albedo_tex_force_srg", "albedo_tex_force_srgb" }, { "flags_do_not_receive_shadows", "disable_receive_shadows" }, { "flags_disable_ambient_light", "disable_ambient_light" }, { "params_diffuse_mode", "diffuse_mode" }, { "params_specular_mode", "specular_mode" }, { "params_blend_mode", "blend_mode" }, { "params_cull_mode", "cull_mode" }, { "params_depth_draw_mode", "params_depth_draw_mode" }, { "params_point_size", "point_size" }, { "params_billboard_mode", "billboard_mode" }, { "params_billboard_keep_scale", "billboard_keep_scale" }, { "params_grow", "grow" }, { "params_grow_amount", "grow_amount" }, { "params_alpha_scissor_threshold", "alpha_scissor_threshold" }, { "params_alpha_hash_scale", "alpha_hash_scale" }, { "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" }, { "depth_scale", "heightmap_scale" }, { "depth_deep_parallax", "heightmap_deep_parallax" }, { "depth_min_layers", "heightmap_min_layers" }, { "depth_max_layers", "heightmap_max_layers" }, { "depth_flip_tangent", "heightmap_flip_tangent" }, { "depth_flip_binormal", "heightmap_flip_binormal" }, { "depth_texture", "heightmap_texture" }, { nullptr, nullptr }, }; int idx = 0; while (remaps[idx].first) { if (p_name == remaps[idx].first) { set(remaps[idx].second, p_value); return true; } idx++; } print_line("remapped parameter not found: " + String(p_name)); return true; } return false; } #endif // DISABLE_DEPRECATED