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authorJuan Linietsky <reduzio@gmail.com>2019-09-15 01:01:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:01:24 +0100
commitdd3682e5feb433117fbf62c363c7ba6ff214f8fa (patch)
treeebe83f2fb472140c4ae267fd5f4a7db7525acbc1 /scene/resources
parent6deffa62fbd1e91873afa663630b788b9ffabee3 (diff)
Modernized default 3D material, fixes material bugs.
Diffstat (limited to 'scene/resources')
-rw-r--r--scene/resources/material.cpp1088
-rw-r--r--scene/resources/material.h178
-rw-r--r--scene/resources/mesh.cpp2
-rw-r--r--scene/resources/primitive_meshes.cpp2
4 files changed, 791 insertions, 479 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 8569d998e4..cc6b55c316 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -290,18 +290,18 @@ ShaderMaterial::~ShaderMaterial() {
/////////////////////////////////
-Mutex *SpatialMaterial::material_mutex = NULL;
-SelfList<SpatialMaterial>::List *SpatialMaterial::dirty_materials = NULL;
-Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
-SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL;
+Mutex *BaseMaterial3D::material_mutex = NULL;
+SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = NULL;
+Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map;
+BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = NULL;
-void SpatialMaterial::init_shaders() {
+void BaseMaterial3D::init_shaders() {
#ifndef NO_THREADS
material_mutex = Mutex::create();
#endif
- dirty_materials = memnew(SelfList<SpatialMaterial>::List);
+ dirty_materials = memnew(SelfList<BaseMaterial3D>::List);
shader_names = memnew(ShaderNames);
@@ -317,7 +317,7 @@ void SpatialMaterial::init_shaders() {
shader_names->clearcoat = "clearcoat";
shader_names->clearcoat_gloss = "clearcoat_gloss";
shader_names->anisotropy = "anisotropy_ratio";
- shader_names->depth_scale = "depth_scale";
+ shader_names->heightmap_scale = "heightmap_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->transmission = "transmission";
shader_names->refraction = "refraction";
@@ -332,9 +332,9 @@ void SpatialMaterial::init_shaders() {
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->depth_min_layers = "depth_min_layers";
- shader_names->depth_max_layers = "depth_max_layers";
- shader_names->depth_flip = "depth_flip";
+ 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";
@@ -345,11 +345,10 @@ void SpatialMaterial::init_shaders() {
shader_names->distance_fade_max = "distance_fade_max";
shader_names->metallic_texture_channel = "metallic_texture_channel";
- shader_names->roughness_texture_channel = "roughness_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->depth_texture_channel = "depth_texture_channel";
+ shader_names->heightmap_texture_channel = "heightmap_texture_channel";
shader_names->refraction_texture_channel = "refraction_texture_channel";
shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
@@ -362,18 +361,19 @@ void SpatialMaterial::init_shaders() {
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_DEPTH] = "texture_depth";
+ shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission";
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";
}
-Ref<SpatialMaterial> SpatialMaterial::materials_for_2d[SpatialMaterial::MAX_MATERIALS_FOR_2D];
+Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D];
-void SpatialMaterial::finish_shaders() {
+void BaseMaterial3D::finish_shaders() {
for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
materials_for_2d[i].unref();
@@ -389,7 +389,7 @@ void SpatialMaterial::finish_shaders() {
memdelete(shader_names);
}
-void SpatialMaterial::_update_shader() {
+void BaseMaterial3D::_update_shader() {
dirty_materials->remove(&element);
@@ -415,6 +415,22 @@ void SpatialMaterial::_update_shader() {
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_MIMPAMPS: texfilter_str = "filter_nearest_mipmap"; break;
+ case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: texfilter_str = "filter_linear_mipmap"; break;
+ case TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC: texfilter_str = "filter_nearest_mipmap_aniso"; break;
+ case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: texfilter_str = "filter_linear_mipmap_aniso"; break;
+ }
+
+ if (flags[FLAG_USE_TEXTURE_REPEAT]) {
+ texfilter_str += ",repeat_enable";
+ } else {
+ texfilter_str += ",repeat_disable";
+ }
+
//must create a shader!
String code = "shader_type spatial;\nrender_mode ";
@@ -434,7 +450,10 @@ void SpatialMaterial::_update_shader() {
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_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break;
+ }
+
+ if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
+ code += ",depth_prepass_alpha";
}
switch (cull_mode) {
@@ -457,36 +476,28 @@ void SpatialMaterial::_update_shader() {
case SPECULAR_DISABLED: code += ",specular_disabled"; break;
}
- if (flags[FLAG_UNSHADED]) {
+ if (shading_mode == SHADING_MODE_UNSHADED) {
code += ",unshaded";
}
if (flags[FLAG_DISABLE_DEPTH_TEST]) {
code += ",depth_test_disabled";
}
- if (flags[FLAG_USE_VERTEX_LIGHTING]) {
+ if (shading_mode == SHADING_MODE_PER_VERTEX) {
code += ",vertex_lighting";
}
- if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
- code += ",world_vertex_coords";
- }
if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
code += ",shadows_disabled";
}
if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
code += ",ambient_light_disabled";
}
- if (flags[FLAG_ENSURE_CORRECT_NORMALS]) {
- code += ",ensure_correct_normals";
- }
if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
code += ",shadow_to_opacity";
}
code += ";\n";
code += "uniform vec4 albedo : hint_color;\n";
- code += "uniform sampler2D texture_albedo : hint_albedo;\n";
- code += "uniform float specular;\n";
- code += "uniform float metallic;\n";
+ code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n";
if (grow_enabled) {
code += "uniform float grow;\n";
}
@@ -499,21 +510,41 @@ void SpatialMaterial::_update_shader() {
code += "uniform float distance_fade_max;\n";
}
- if (flags[FLAG_USE_ALPHA_SCISSOR]) {
+ if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
code += "uniform float alpha_scissor_threshold;\n";
}
- code += "uniform float roughness : hint_range(0,1);\n";
+
code += "uniform float point_size : hint_range(0,128);\n";
- if (textures[TEXTURE_METALLIC] != NULL) {
- code += "uniform sampler2D texture_metallic : hint_white;\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;
+ }
- if (textures[TEXTURE_ROUGHNESS] != NULL) {
- code += "uniform sampler2D texture_roughness : hint_white;\n";
- code += "uniform vec4 roughness_texture_channel;\n";
+ 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";
@@ -522,34 +553,34 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_EMISSION]) {
- code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
+ 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;\n";
+ 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_normal;\n";
+ 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;\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;\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;\n";
+ code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
@@ -558,29 +589,29 @@ void SpatialMaterial::_update_shader() {
}
if (features[FEATURE_DETAIL]) {
- code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
- code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
- code += "uniform sampler2D texture_detail_mask : hint_white;\n";
+ 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_SUBSURACE_SCATTERING]) {
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
- code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
+ code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_TRANSMISSION]) {
code += "uniform vec4 transmission : hint_color;\n";
- code += "uniform sampler2D texture_transmission : hint_black;\n";
+ code += "uniform sampler2D texture_transmission : hint_black," + texfilter_str + ";\n";
}
- if (features[FEATURE_DEPTH_MAPPING]) {
- code += "uniform sampler2D texture_depth : hint_black;\n";
- code += "uniform float depth_scale;\n";
- code += "uniform int depth_min_layers;\n";
- code += "uniform int depth_max_layers;\n";
- code += "uniform vec2 depth_flip;\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";
@@ -618,7 +649,7 @@ void SpatialMaterial::_update_shader() {
code += "\tPOINT_SIZE=point_size;\n";
}
- if (flags[FLAG_USE_VERTEX_LIGHTING]) {
+ if (shading_mode == SHADING_MODE_PER_VERTEX) {
code += "\tROUGHNESS=roughness;\n";
}
@@ -750,33 +781,49 @@ void SpatialMaterial::_update_shader() {
code += "\tvec2 base_uv2 = UV2;\n";
}
- if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
+ if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
+ code += "\t\tvec3 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 += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
+ code += "\t\tfloat num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
code += "\t\tfloat current_layer_depth = 0.0;\n";
- code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
+ code += "\t\tvec2 P = view_dir.xy * heightmap_scale;\n";
code += "\t\tvec2 delta = P / num_layers;\n";
code += "\t\tvec2 ofs = base_uv;\n";
- code += "\t\tfloat depth = textureLod(texture_depth, ofs,0.0).r;\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\tfloat depth = texture(texture_heightmap, ofs).r;\n";
+ } else {
+ code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ }
code += "\t\tfloat current_depth = 0.0;\n";
code += "\t\twhile(current_depth < depth) {\n";
code += "\t\t\tofs -= delta;\n";
- code += "\t\t\tdepth = textureLod(texture_depth, ofs,0.0).r;\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\t\tdepth = texture(texture_heightmap, ofs).r;\n";
+ } else {
+ code += "\t\t\tdepth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ }
code += "\t\t\tcurrent_depth += layer_depth;\n";
code += "\t\t}\n";
code += "\t\tvec2 prev_ofs = ofs + delta;\n";
code += "\t\tfloat after_depth = depth - current_depth;\n";
- code += "\t\tfloat before_depth = textureLod(texture_depth, prev_ofs, 0.0).r - current_depth + layer_depth;\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\tfloat before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
+ } else {
+ code += "\t\tfloat before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
+ }
code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
} else {
- code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
- code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
+ if (flags[FLAG_INVERT_HEIGHTMAP]) {
+ code += "\t\tfloat depth = texture(texture_heightmap, base_uv).r;\n";
+ } else {
+ code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
+ }
+ code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
}
code += "\t\tbase_uv=ofs;\n";
@@ -806,29 +853,49 @@ void SpatialMaterial::_update_shader() {
}
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
- if (textures[TEXTURE_METALLIC] != NULL) {
+ if (!orm) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
} else {
code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
}
code += "\tMETALLIC = metallic_tex * metallic;\n";
- } else {
- code += "\tMETALLIC = metallic;\n";
- }
- if (textures[TEXTURE_ROUGHNESS] != NULL) {
+ switch (roughness_texture_channel) {
+ case TEXTURE_CHANNEL_RED: {
+ code += "\tvec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_GREEN: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_BLUE: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_ALPHA: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
+ } break;
+ case TEXTURE_CHANNEL_GRAYSCALE: {
+ code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
+ } break;
+ }
+
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
} else {
code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
}
code += "\tROUGHNESS = roughness_tex * roughness;\n";
+ code += "\tSPECULAR = specular;\n";
} else {
- code += "\tROUGHNESS = roughness;\n";
- }
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\tfloat orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
+ } else {
+ code += "\tfloat orm_tex = texture(texture_orm,base_uv);\n";
+ }
- code += "\tSPECULAR = specular;\n";
+ code += "\tROUGHNESS = orm_tex.g;\n";
+ code += "\tMETALLIC = orm_tex.b;\n";
+ }
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
@@ -878,8 +945,10 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO *= 1.0 - ref_amount;\n";
code += "\tALPHA = 1.0;\n";
- } else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
+ } else if (transparency == TRANSPARENCY_ALPHA || transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
+ } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
+ code += "\tif (albedo.a * albedo_tex.a < alpha_scissor_threshold) discard;\n";
}
if (proximity_fade_enabled) {
@@ -965,18 +1034,23 @@ void SpatialMaterial::_update_shader() {
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
- if (flags[FLAG_AO_ON_UV2]) {
- if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+
+ if (!orm) {
+ if (flags[FLAG_AO_ON_UV2]) {
+ if (flags[FLAG_UV2_USE_TRIPLANAR]) {
+ code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+ } else {
+ code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
+ }
} else {
- code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
+ } else {
+ code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
+ }
}
} else {
- if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
- } else {
- code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
- }
+ code += "\tAO = orm_tex.r;\n";
}
code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
@@ -1043,10 +1117,6 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
- if (flags[FLAG_USE_ALPHA_SCISSOR]) {
- code += "\tALPHA_SCISSOR=alpha_scissor_threshold;\n";
- }
-
code += "}\n";
ShaderData shader_data;
@@ -1060,7 +1130,7 @@ void SpatialMaterial::_update_shader() {
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
-void SpatialMaterial::flush_changes() {
+void BaseMaterial3D::flush_changes() {
if (material_mutex)
material_mutex->lock();
@@ -1074,7 +1144,7 @@ void SpatialMaterial::flush_changes() {
material_mutex->unlock();
}
-void SpatialMaterial::_queue_shader_change() {
+void BaseMaterial3D::_queue_shader_change() {
if (material_mutex)
material_mutex->lock();
@@ -1087,7 +1157,7 @@ void SpatialMaterial::_queue_shader_change() {
material_mutex->unlock();
}
-bool SpatialMaterial::_is_shader_dirty() const {
+bool BaseMaterial3D::_is_shader_dirty() const {
bool dirty = false;
@@ -1101,188 +1171,188 @@ bool SpatialMaterial::_is_shader_dirty() const {
return dirty;
}
-void SpatialMaterial::set_albedo(const Color &p_albedo) {
+void BaseMaterial3D::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
-Color SpatialMaterial::get_albedo() const {
+Color BaseMaterial3D::get_albedo() const {
return albedo;
}
-void SpatialMaterial::set_specular(float p_specular) {
+void BaseMaterial3D::set_specular(float p_specular) {
specular = p_specular;
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
-float SpatialMaterial::get_specular() const {
+float BaseMaterial3D::get_specular() const {
return specular;
}
-void SpatialMaterial::set_roughness(float p_roughness) {
+void BaseMaterial3D::set_roughness(float p_roughness) {
roughness = p_roughness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
-float SpatialMaterial::get_roughness() const {
+float BaseMaterial3D::get_roughness() const {
return roughness;
}
-void SpatialMaterial::set_metallic(float p_metallic) {
+void BaseMaterial3D::set_metallic(float p_metallic) {
metallic = p_metallic;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
-float SpatialMaterial::get_metallic() const {
+float BaseMaterial3D::get_metallic() const {
return metallic;
}
-void SpatialMaterial::set_emission(const Color &p_emission) {
+void BaseMaterial3D::set_emission(const Color &p_emission) {
emission = p_emission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
}
-Color SpatialMaterial::get_emission() const {
+Color BaseMaterial3D::get_emission() const {
return emission;
}
-void SpatialMaterial::set_emission_energy(float p_emission_energy) {
+void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
emission_energy = p_emission_energy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
}
-float SpatialMaterial::get_emission_energy() const {
+float BaseMaterial3D::get_emission_energy() const {
return emission_energy;
}
-void SpatialMaterial::set_normal_scale(float p_normal_scale) {
+void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
normal_scale = p_normal_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
-float SpatialMaterial::get_normal_scale() const {
+float BaseMaterial3D::get_normal_scale() const {
return normal_scale;
}
-void SpatialMaterial::set_rim(float p_rim) {
+void BaseMaterial3D::set_rim(float p_rim) {
rim = p_rim;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
-float SpatialMaterial::get_rim() const {
+float BaseMaterial3D::get_rim() const {
return rim;
}
-void SpatialMaterial::set_rim_tint(float p_rim_tint) {
+void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
rim_tint = p_rim_tint;
VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
-float SpatialMaterial::get_rim_tint() const {
+float BaseMaterial3D::get_rim_tint() const {
return rim_tint;
}
-void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
+void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
ao_light_affect = p_ao_light_affect;
VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
}
-float SpatialMaterial::get_ao_light_affect() const {
+float BaseMaterial3D::get_ao_light_affect() const {
return ao_light_affect;
}
-void SpatialMaterial::set_clearcoat(float p_clearcoat) {
+void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
}
-float SpatialMaterial::get_clearcoat() const {
+float BaseMaterial3D::get_clearcoat() const {
return clearcoat;
}
-void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
+void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
clearcoat_gloss = p_clearcoat_gloss;
VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
}
-float SpatialMaterial::get_clearcoat_gloss() const {
+float BaseMaterial3D::get_clearcoat_gloss() const {
return clearcoat_gloss;
}
-void SpatialMaterial::set_anisotropy(float p_anisotropy) {
+void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
anisotropy = p_anisotropy;
VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
}
-float SpatialMaterial::get_anisotropy() const {
+float BaseMaterial3D::get_anisotropy() const {
return anisotropy;
}
-void SpatialMaterial::set_depth_scale(float p_depth_scale) {
+void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
- depth_scale = p_depth_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
+ heightmap_scale = p_heightmap_scale;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
}
-float SpatialMaterial::get_depth_scale() const {
+float BaseMaterial3D::get_heightmap_scale() const {
- return depth_scale;
+ return heightmap_scale;
}
-void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
+void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
subsurface_scattering_strength = p_subsurface_scattering_strength;
VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
-float SpatialMaterial::get_subsurface_scattering_strength() const {
+float BaseMaterial3D::get_subsurface_scattering_strength() const {
return subsurface_scattering_strength;
}
-void SpatialMaterial::set_transmission(const Color &p_transmission) {
+void BaseMaterial3D::set_transmission(const Color &p_transmission) {
transmission = p_transmission;
VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
}
-Color SpatialMaterial::get_transmission() const {
+Color BaseMaterial3D::get_transmission() const {
return transmission;
}
-void SpatialMaterial::set_refraction(float p_refraction) {
+void BaseMaterial3D::set_refraction(float p_refraction) {
refraction = p_refraction;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
}
-float SpatialMaterial::get_refraction() const {
+float BaseMaterial3D::get_refraction() const {
return refraction;
}
-void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
+void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv)
return;
@@ -1290,12 +1360,12 @@ void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
detail_uv = p_detail_uv;
_queue_shader_change();
}
-SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const {
+BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
return detail_uv;
}
-void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
+void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
if (blend_mode == p_mode)
return;
@@ -1303,22 +1373,52 @@ void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
blend_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const {
+BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
return blend_mode;
}
-void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
+void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
detail_blend_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const {
+BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
return detail_blend_mode;
}
-void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
+void BaseMaterial3D::set_transparency(Transparency p_transparency) {
+
+ if (transparency == p_transparency) {
+ return;
+ }
+
+ transparency = p_transparency;
+ _queue_shader_change();
+ _change_notify();
+}
+
+BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
+ return transparency;
+}
+
+void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
+
+ if (shading_mode == p_shading_mode) {
+ return;
+ }
+
+ shading_mode = p_shading_mode;
+ _queue_shader_change();
+ _change_notify();
+}
+
+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;
@@ -1326,12 +1426,12 @@ void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
depth_draw_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const {
+BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
return depth_draw_mode;
}
-void SpatialMaterial::set_cull_mode(CullMode p_mode) {
+void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
if (cull_mode == p_mode)
return;
@@ -1339,12 +1439,12 @@ void SpatialMaterial::set_cull_mode(CullMode p_mode) {
cull_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const {
+BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
return cull_mode;
}
-void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
+void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode == p_mode)
return;
@@ -1352,12 +1452,12 @@ void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
diffuse_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
+BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
return diffuse_mode;
}
-void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
+void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
if (specular_mode == p_mode)
return;
@@ -1365,12 +1465,12 @@ void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
specular_mode = p_mode;
_queue_shader_change();
}
-SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
+BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
return specular_mode;
}
-void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
+void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
@@ -1378,19 +1478,19 @@ void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
return;
flags[p_flag] = p_enabled;
- if ((p_flag == FLAG_USE_ALPHA_SCISSOR) || (p_flag == FLAG_UNSHADED) || (p_flag == FLAG_USE_SHADOW_TO_OPACITY)) {
+ if ((p_flag == FLAG_USE_SHADOW_TO_OPACITY) || (p_flag == FLAG_USE_TEXTURE_REPEAT)) {
_change_notify();
}
_queue_shader_change();
}
-bool SpatialMaterial::get_flag(Flags p_flag) const {
+bool BaseMaterial3D::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
-void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
+void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
if (features[p_feature] == p_enabled)
@@ -1401,13 +1501,13 @@ void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
_queue_shader_change();
}
-bool SpatialMaterial::get_feature(Feature p_feature) const {
+bool BaseMaterial3D::get_feature(Feature p_feature) const {
ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
return features[p_feature];
}
-void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
+void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
@@ -1417,14 +1517,14 @@ void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture2D> &p_
_queue_shader_change();
}
-Ref<Texture2D> SpatialMaterial::get_texture(TextureParam p_param) const {
+Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
return textures[p_param];
}
-Ref<Texture2D> SpatialMaterial::get_texture_by_name(StringName p_name) const {
- for (int i = 0; i < (int)SpatialMaterial::TEXTURE_MAX; i++) {
+Ref<Texture2D> 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];
@@ -1432,26 +1532,35 @@ Ref<Texture2D> SpatialMaterial::get_texture_by_name(StringName p_name) const {
return Ref<Texture2D>();
}
-void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
+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 = 0;
}
}
-void SpatialMaterial::_validate_high_end(const String &text, PropertyInfo &property) const {
+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 SpatialMaterial::_validate_property(PropertyInfo &property) const {
+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("depth", FEATURE_DEPTH_MAPPING, property);
+ _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
_validate_feature("transmission", FEATURE_TRANSMISSION, property);
_validate_feature("refraction", FEATURE_REFRACTION, property);
@@ -1461,7 +1570,7 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_high_end("subsurf_scatter", property);
_validate_high_end("anisotropy", property);
_validate_high_end("clearcoat", property);
- _validate_high_end("depth", property);
+ _validate_high_end("heightmap", property);
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
property.usage = 0;
@@ -1479,48 +1588,67 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
property.usage = 0;
}
- if (property.name == "params_alpha_scissor_threshold" && !flags[FLAG_USE_ALPHA_SCISSOR]) {
+ if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
property.usage = 0;
}
- if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
+ if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
property.usage = 0;
}
- if (flags[FLAG_UNSHADED]) {
- if (property.name.begins_with("anisotropy")) {
- property.usage = 0;
- }
+ if (orm) {
- if (property.name.begins_with("ao")) {
- property.usage = 0;
+ if (property.name == "shading_mode") {
+ property.hint_string = "Unshaded,PerPixel"; //vertex not supported in ORM mode, since no individual roughness.
}
-
- if (property.name.begins_with("clearcoat")) {
+ if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
property.usage = 0;
}
- if (property.name.begins_with("emission")) {
+ } else {
+ if (property.name == "orm_texture") {
property.usage = 0;
}
+ }
- if (property.name.begins_with("metallic")) {
- property.usage = 0;
- }
+ if (shading_mode != SHADING_MODE_PER_PIXEL) {
- if (property.name.begins_with("normal")) {
- property.usage = 0;
+ if (shading_mode != SHADING_MODE_PER_VERTEX) {
+
+ //these may still work per vertex
+ if (property.name.begins_with("ao")) {
+ property.usage = 0;
+ }
+ if (property.name.begins_with("emission")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("metallic")) {
+ property.usage = 0;
+ }
+ if (property.name.begins_with("rim")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("roughness")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("subsurf_scatter")) {
+ property.usage = 0;
+ }
}
- if (property.name.begins_with("rim")) {
+ //these definitely only need per pixel
+ if (property.name.begins_with("anisotropy")) {
property.usage = 0;
}
- if (property.name.begins_with("roughness")) {
+ if (property.name.begins_with("clearcoat")) {
property.usage = 0;
}
- if (property.name.begins_with("subsurf_scatter")) {
+ if (property.name.begins_with("normal")) {
property.usage = 0;
}
@@ -1530,211 +1658,211 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
}
}
-void SpatialMaterial::set_point_size(float p_point_size) {
+void BaseMaterial3D::set_point_size(float p_point_size) {
point_size = p_point_size;
VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
}
-float SpatialMaterial::get_point_size() const {
+float BaseMaterial3D::get_point_size() const {
return point_size;
}
-void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) {
+void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
uv1_scale = p_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
}
-Vector3 SpatialMaterial::get_uv1_scale() const {
+Vector3 BaseMaterial3D::get_uv1_scale() const {
return uv1_scale;
}
-void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) {
+void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
uv1_offset = p_offset;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
}
-Vector3 SpatialMaterial::get_uv1_offset() const {
+Vector3 BaseMaterial3D::get_uv1_offset() const {
return uv1_offset;
}
-void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
+void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
uv1_triplanar_sharpness = p_sharpness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
}
-float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const {
+float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
return uv1_triplanar_sharpness;
}
-void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) {
+void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
uv2_scale = p_scale;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
}
-Vector3 SpatialMaterial::get_uv2_scale() const {
+Vector3 BaseMaterial3D::get_uv2_scale() const {
return uv2_scale;
}
-void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) {
+void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
uv2_offset = p_offset;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
}
-Vector3 SpatialMaterial::get_uv2_offset() const {
+Vector3 BaseMaterial3D::get_uv2_offset() const {
return uv2_offset;
}
-void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
+void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
uv2_triplanar_sharpness = p_sharpness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
}
-float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {
+float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
return uv2_triplanar_sharpness;
}
-void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) {
+void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
billboard_mode = p_mode;
_queue_shader_change();
_change_notify();
}
-SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
+BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
return billboard_mode;
}
-void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
+void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
-int SpatialMaterial::get_particles_anim_h_frames() const {
+int BaseMaterial3D::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
-void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
+void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
-int SpatialMaterial::get_particles_anim_v_frames() const {
+int BaseMaterial3D::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
-void SpatialMaterial::set_particles_anim_loop(bool p_loop) {
+void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
-bool SpatialMaterial::get_particles_anim_loop() const {
+bool BaseMaterial3D::get_particles_anim_loop() const {
return particles_anim_loop;
}
-void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
+void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
deep_parallax = p_enable;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
+bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
return deep_parallax;
}
-void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
+void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
deep_parallax_min_layers = p_layer;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
}
-int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
+int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
return deep_parallax_min_layers;
}
-void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
+void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
deep_parallax_max_layers = p_layer;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
}
-int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
+int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
return deep_parallax_max_layers;
}
-void SpatialMaterial::set_depth_deep_parallax_flip_tangent(bool p_flip) {
+void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
- depth_parallax_flip_tangent = p_flip;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
+ heightmap_parallax_flip_tangent = p_flip;
+ VS::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 SpatialMaterial::get_depth_deep_parallax_flip_tangent() const {
+bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
- return depth_parallax_flip_tangent;
+ return heightmap_parallax_flip_tangent;
}
-void SpatialMaterial::set_depth_deep_parallax_flip_binormal(bool p_flip) {
+void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
- depth_parallax_flip_binormal = p_flip;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
+ heightmap_parallax_flip_binormal = p_flip;
+ VS::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 SpatialMaterial::get_depth_deep_parallax_flip_binormal() const {
+bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
- return depth_parallax_flip_binormal;
+ return heightmap_parallax_flip_binormal;
}
-void SpatialMaterial::set_grow_enabled(bool p_enable) {
+void BaseMaterial3D::set_grow_enabled(bool p_enable) {
grow_enabled = p_enable;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_grow_enabled() const {
+bool BaseMaterial3D::is_grow_enabled() const {
return grow_enabled;
}
-void SpatialMaterial::set_alpha_scissor_threshold(float p_threshold) {
+void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
alpha_scissor_threshold = p_threshold;
VS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
}
-float SpatialMaterial::get_alpha_scissor_threshold() const {
+float BaseMaterial3D::get_alpha_scissor_threshold() const {
return alpha_scissor_threshold;
}
-void SpatialMaterial::set_grow(float p_grow) {
+void BaseMaterial3D::set_grow(float p_grow) {
grow = p_grow;
VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
}
-float SpatialMaterial::get_grow() const {
+float BaseMaterial3D::get_grow() const {
return grow;
}
-static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
+static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
static const Plane masks[5] = {
Plane(1, 0, 0, 0),
Plane(0, 1, 0, 0),
@@ -1746,50 +1874,50 @@ static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
return masks[p_channel];
}
-void SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
metallic_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
return metallic_texture_channel;
}
-void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
roughness_texture_channel = p_channel;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
+ _queue_shader_change();
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_roughness_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
return roughness_texture_channel;
}
-void SpatialMaterial::set_ao_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
ao_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_ao_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
return ao_texture_channel;
}
-void SpatialMaterial::set_refraction_texture_channel(TextureChannel p_channel) {
+void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
refraction_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
-SpatialMaterial::TextureChannel SpatialMaterial::get_refraction_texture_channel() const {
+BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
return refraction_texture_channel;
}
-RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) {
+RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) {
int version = 0;
if (p_shaded)
@@ -1811,16 +1939,14 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
return materials_for_2d[version]->get_rid();
}
- Ref<SpatialMaterial> material;
+ Ref<StandardMaterial3D> material;
material.instance();
- material->set_flag(FLAG_UNSHADED, !p_shaded);
- material->set_feature(FEATURE_TRANSPARENT, p_transparent);
+ 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_depth_draw_mode(p_opaque_prepass ? DEPTH_DRAW_ALPHA_OPAQUE_PREPASS : DEPTH_DRAW_OPAQUE_ONLY);
material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- material->set_flag(FLAG_USE_ALPHA_SCISSOR, p_cut_alpha);
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);
@@ -1831,67 +1957,67 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
return materials_for_2d[version]->get_rid();
}
-void SpatialMaterial::set_on_top_of_alpha() {
- set_feature(FEATURE_TRANSPARENT, true);
+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 SpatialMaterial::set_proximity_fade(bool p_enable) {
+void BaseMaterial3D::set_proximity_fade(bool p_enable) {
proximity_fade_enabled = p_enable;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_proximity_fade_enabled() const {
+bool BaseMaterial3D::is_proximity_fade_enabled() const {
return proximity_fade_enabled;
}
-void SpatialMaterial::set_proximity_fade_distance(float p_distance) {
+void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
proximity_fade_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
}
-float SpatialMaterial::get_proximity_fade_distance() const {
+float BaseMaterial3D::get_proximity_fade_distance() const {
return proximity_fade_distance;
}
-void SpatialMaterial::set_distance_fade(DistanceFadeMode p_mode) {
+void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
distance_fade = p_mode;
_queue_shader_change();
_change_notify();
}
-SpatialMaterial::DistanceFadeMode SpatialMaterial::get_distance_fade() const {
+BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
return distance_fade;
}
-void SpatialMaterial::set_distance_fade_max_distance(float p_distance) {
+void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
distance_fade_max_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
}
-float SpatialMaterial::get_distance_fade_max_distance() const {
+float BaseMaterial3D::get_distance_fade_max_distance() const {
return distance_fade_max_distance;
}
-void SpatialMaterial::set_distance_fade_min_distance(float p_distance) {
+void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
distance_fade_min_distance = p_distance;
VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
}
-float SpatialMaterial::get_distance_fade_min_distance() const {
+float BaseMaterial3D::get_distance_fade_min_distance() const {
return distance_fade_min_distance;
}
-void SpatialMaterial::set_emission_operator(EmissionOperator p_op) {
+void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
if (emission_op == p_op)
return;
@@ -1899,230 +2025,226 @@ void SpatialMaterial::set_emission_operator(EmissionOperator p_op) {
_queue_shader_change();
}
-SpatialMaterial::EmissionOperator SpatialMaterial::get_emission_operator() const {
+BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
return emission_op;
}
-RID SpatialMaterial::get_shader_rid() const {
+RID BaseMaterial3D::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
-Shader::Mode SpatialMaterial::get_shader_mode() const {
+Shader::Mode BaseMaterial3D::get_shader_mode() const {
return Shader::MODE_SPATIAL;
}
-void SpatialMaterial::_bind_methods() {
+void BaseMaterial3D::_bind_methods() {
+
+ 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_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_albedo", "albedo"), &SpatialMaterial::set_albedo);
- ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
+ 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_specular", "specular"), &SpatialMaterial::set_specular);
- ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
+ 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_metallic", "metallic"), &SpatialMaterial::set_metallic);
- ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
+ 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_roughness", "roughness"), &SpatialMaterial::set_roughness);
- ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
+ 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_emission", "emission"), &SpatialMaterial::set_emission);
- ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission);
+ 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_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy);
- ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy);
+ 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_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale);
- ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale);
+ 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_rim", "rim"), &SpatialMaterial::set_rim);
- ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim);
+ 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_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint);
- ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint);
+ 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_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat);
- ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat);
+ 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_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss);
- ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss);
+ 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_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
- ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
+ 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_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
- ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
+ ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &BaseMaterial3D::set_transmission);
+ ClassDB::bind_method(D_METHOD("get_transmission"), &BaseMaterial3D::get_transmission);
- ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
- ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
+ 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_transmission", "transmission"), &SpatialMaterial::set_transmission);
- ClassDB::bind_method(D_METHOD("get_transmission"), &SpatialMaterial::get_transmission);
+ 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_refraction", "refraction"), &SpatialMaterial::set_refraction);
- ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
+ 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_point_size", "point_size"), &SpatialMaterial::set_point_size);
- ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
+ 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_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv);
- ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv);
+ 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_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode);
- ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_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_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode);
- ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_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_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode);
- ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_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_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
- ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_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_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
- ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
+ ClassDB::bind_method(D_METHOD("set_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_flag", "flag", "enable"), &SpatialMaterial::set_flag);
- ClassDB::bind_method(D_METHOD("get_flag", "flag"), &SpatialMaterial::get_flag);
+ 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_feature", "feature", "enable"), &SpatialMaterial::set_feature);
- ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::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_texture", "param", "texture"), &SpatialMaterial::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture", "param"), &SpatialMaterial::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_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode);
- ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::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_scale", "scale"), &SpatialMaterial::set_uv1_scale);
- ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::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_offset", "offset"), &SpatialMaterial::set_uv1_offset);
- ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::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_uv1_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv1_triplanar_blend_sharpness);
- ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &SpatialMaterial::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_scale", "scale"), &SpatialMaterial::set_uv2_scale);
- ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::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_offset", "offset"), &SpatialMaterial::set_uv2_offset);
- ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::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_uv2_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv2_triplanar_blend_sharpness);
- ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &SpatialMaterial::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_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode);
- ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::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_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames);
- ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::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_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
- ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::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_particles_anim_loop", "loop"), &SpatialMaterial::set_particles_anim_loop);
- ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::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_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
- ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_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_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_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_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_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_depth_deep_parallax_flip_tangent", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_tangent);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_tangent"), &SpatialMaterial::get_depth_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_depth_deep_parallax_flip_binormal", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_binormal);
- ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_binormal"), &SpatialMaterial::get_depth_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_grow", "amount"), &SpatialMaterial::set_grow);
- ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::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_emission_operator", "operator"), &SpatialMaterial::set_emission_operator);
- ClassDB::bind_method(D_METHOD("get_emission_operator"), &SpatialMaterial::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_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
- ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::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_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
- ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
+ 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_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled);
- ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::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_metallic_texture_channel", "channel"), &SpatialMaterial::set_metallic_texture_channel);
- ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &SpatialMaterial::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_roughness_texture_channel", "channel"), &SpatialMaterial::set_roughness_texture_channel);
- ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &SpatialMaterial::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_ao_texture_channel", "channel"), &SpatialMaterial::set_ao_texture_channel);
- ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &SpatialMaterial::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_refraction_texture_channel", "channel"), &SpatialMaterial::set_refraction_texture_channel);
- ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &SpatialMaterial::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", "enabled"), &SpatialMaterial::set_proximity_fade);
- ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &SpatialMaterial::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_proximity_fade_distance", "distance"), &SpatialMaterial::set_proximity_fade_distance);
- ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &SpatialMaterial::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", "mode"), &SpatialMaterial::set_distance_fade);
- ClassDB::bind_method(D_METHOD("get_distance_fade"), &SpatialMaterial::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_max_distance", "distance"), &SpatialMaterial::set_distance_fade_max_distance);
- ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &SpatialMaterial::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);
- ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &SpatialMaterial::set_distance_fade_min_distance);
- ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &SpatialMaterial::get_distance_fade_min_distance);
+ ADD_GROUP("Transparency", "");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,AlphaScissor,DepthPrePass"), "set_transparency", "get_transparency");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "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", 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,PerPixel,PerVetex"), "set_shading_mode", "get_shading_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,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("Flags", "flags_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_world_triplanar"), "set_flag", "get_flag", FLAG_TRIPLANAR_USE_WORLD);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_ensure_correct_normals"), "set_flag", "get_flag", FLAG_ENSURE_CORRECT_NORMALS);
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("Parameters", "params_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_use_alpha_scissor"), "set_flag", "get_flag", FLAG_USE_ALPHA_SCISSOR);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
- 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("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::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
@@ -2172,15 +2294,16 @@ void SpatialMaterial::_bind_methods() {
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("Depth", "depth_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_tangent"), "set_depth_deep_parallax_flip_tangent", "get_depth_deep_parallax_flip_tangent");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_binormal"), "set_depth_deep_parallax_flip_binormal", "get_depth_deep_parallax_flip_binormal");
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DEPTH);
+ ADD_GROUP("Height", "heightmap_");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "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, "1,32,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "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_SUBSURACE_SCATTERING);
@@ -2211,13 +2334,39 @@ void SpatialMaterial::_bind_methods() {
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::REAL, "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::REAL, "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,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "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::REAL, "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::REAL, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
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::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
@@ -2226,6 +2375,11 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
+ BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
@@ -2235,7 +2389,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
- BIND_ENUM_CONSTANT(TEXTURE_DEPTH);
+ BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION);
BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
@@ -2247,14 +2401,13 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DETAIL_UV_1);
BIND_ENUM_CONSTANT(DETAIL_UV_2);
- BIND_ENUM_CONSTANT(FEATURE_TRANSPARENT);
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_DEPTH_MAPPING);
+ BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION);
BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
@@ -2269,14 +2422,11 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
- BIND_ENUM_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
BIND_ENUM_CONSTANT(CULL_BACK);
BIND_ENUM_CONSTANT(CULL_FRONT);
BIND_ENUM_CONSTANT(CULL_DISABLED);
- BIND_ENUM_CONSTANT(FLAG_UNSHADED);
- BIND_ENUM_CONSTANT(FLAG_USE_VERTEX_LIGHTING);
BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
@@ -2285,15 +2435,15 @@ void SpatialMaterial::_bind_methods() {
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_USE_ALPHA_SCISSOR);
- BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
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_ENSURE_CORRECT_NORMALS);
BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
+ BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
@@ -2328,10 +2478,13 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
}
-SpatialMaterial::SpatialMaterial() :
+BaseMaterial3D::BaseMaterial3D(bool p_orm) :
element(this) {
+ orm = p_orm;
// Initialize to the same values as the shader
+ transparency = TRANSPARENCY_DISABLED;
+ shading_mode = SHADING_MODE_PER_PIXEL;
set_albedo(Color(1.0, 1.0, 1.0, 1.0));
set_specular(0.5);
set_roughness(1.0);
@@ -2344,7 +2497,7 @@ SpatialMaterial::SpatialMaterial() :
set_clearcoat(1);
set_clearcoat_gloss(0.5);
set_anisotropy(0);
- set_depth_scale(0.05);
+ set_heightmap_scale(0.05);
set_subsurface_scattering_strength(0);
set_transmission(Color(0, 0, 0));
set_refraction(0.05);
@@ -2379,11 +2532,11 @@ SpatialMaterial::SpatialMaterial() :
set_grow(0.0);
deep_parallax = false;
- depth_parallax_flip_tangent = false;
- depth_parallax_flip_binormal = false;
- set_depth_deep_parallax_min_layers(8);
- set_depth_deep_parallax_max_layers(32);
- set_depth_deep_parallax_flip_tangent(false); //also sets binormal
+ heightmap_parallax_flip_tangent = false;
+ heightmap_parallax_flip_binormal = false;
+ set_heightmap_deep_parallax_min_layers(8);
+ set_heightmap_deep_parallax_max_layers(32);
+ set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX;
@@ -2393,6 +2546,8 @@ SpatialMaterial::SpatialMaterial() :
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = 0;
}
+ flags[FLAG_USE_TEXTURE_REPEAT] = true;
+
diffuse_mode = DIFFUSE_BURLEY;
specular_mode = SPECULAR_SCHLICK_GGX;
@@ -2402,10 +2557,11 @@ SpatialMaterial::SpatialMaterial() :
current_key.key = 0;
current_key.invalid_key = 1;
+ texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
_queue_shader_change();
}
-SpatialMaterial::~SpatialMaterial() {
+BaseMaterial3D::~BaseMaterial3D() {
if (material_mutex)
material_mutex->lock();
@@ -2424,3 +2580,95 @@ SpatialMaterial::~SpatialMaterial() {
if (material_mutex)
material_mutex->unlock();
}
+
+//////////////////////
+#ifndef DISABLE_DEPRECATED
+
+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_depth_draw_mode") {
+ int mode = p_value;
+ if (mode == 3) {
+ set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ }
+ return true;
+ } else if (p_name == "depth_enabled") {
+ bool enabled = p_value;
+ if (enabled) {
+ set_feature(FEATURE_HEIGHT_MAPPING, true);
+ set_flag(FLAG_INVERT_HEIGHTMAP, true);
+ }
+ return true;
+ } else {
+ static const Pair<const char *, const char *> remaps[] = {
+ { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
+ { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
+ { "flags_no_depth_test", "no_depth_test" },
+ { "flags_use_point_size", "use_point_size" },
+ { "flags_fixed_size", "fixed_Size" },
+ { "flags_albedo_tex_force_srg", "albedo_tex_force_srgb" },
+ { "flags_do_not_receive_shadows", "disable_receive_shadows" },
+ { "flags_disable_ambient_light", "disable_ambient_light" },
+ { "params_diffuse_mode", "diffuse_mode" },
+ { "params_specular_mode", "specular_mode" },
+ { "params_blend_mode", "blend_mode" },
+ { "params_cull_mode", "cull_mode" },
+ { "params_depth_draw_mode", "params_depth_draw_mode" },
+ { "params_point_size", "point_size" },
+ { "params_billboard_mode", "billboard_mode" },
+ { "params_billboard_keep_scale", "billboard_keep_scale" },
+ { "params_grow", "grow" },
+ { "params_grow_amount", "grow_amount" },
+ { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
+
+ { "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" },
+
+ { NULL, NULL },
+ };
+
+ 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
diff --git a/scene/resources/material.h b/scene/resources/material.h
index a1b6fd34ea..328c868f2a 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -106,9 +106,11 @@ public:
~ShaderMaterial();
};
-class SpatialMaterial : public Material {
+class StandardMaterial3D;
- GDCLASS(SpatialMaterial, Material);
+class BaseMaterial3D : public Material {
+
+ GDCLASS(BaseMaterial3D, Material);
public:
enum TextureParam {
@@ -121,31 +123,56 @@ public:
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
- TEXTURE_DEPTH,
+ TEXTURE_HEIGHTMAP,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_TRANSMISSION,
TEXTURE_REFRACTION,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
+ TEXTURE_ORM,
TEXTURE_MAX
};
+ enum TextureFilter {
+ TEXTURE_FILTER_NEAREST,
+ TEXTURE_FILTER_LINEAR,
+ TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS,
+ TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
+ TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC,
+ TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
+ TEXTURE_FILTER_MAX
+ };
+
enum DetailUV {
DETAIL_UV_1,
DETAIL_UV_2
};
+ enum Transparency {
+ TRANSPARENCY_DISABLED,
+ TRANSPARENCY_ALPHA,
+ TRANSPARENCY_ALPHA_SCISSOR,
+ TRANSPARENCY_ALPHA_DEPTH_PRE_PASS,
+ TRANSPARENCY_MAX,
+ };
+
+ enum ShadingMode {
+ SHADING_MODE_UNSHADED,
+ SHADING_MODE_PER_PIXEL,
+ SHADING_MODE_PER_VERTEX,
+ SHADING_MODE_MAX
+ };
+
enum Feature {
- FEATURE_TRANSPARENT,
FEATURE_EMISSION,
FEATURE_NORMAL_MAPPING,
FEATURE_RIM,
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
- FEATURE_DEPTH_MAPPING,
+ FEATURE_HEIGHT_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_TRANSMISSION,
FEATURE_REFRACTION,
@@ -164,8 +191,6 @@ public:
DEPTH_DRAW_OPAQUE_ONLY,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_DISABLED,
- DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
-
};
enum CullMode {
@@ -175,8 +200,6 @@ public:
};
enum Flags {
- FLAG_UNSHADED,
- FLAG_USE_VERTEX_LIGHTING,
FLAG_DISABLE_DEPTH_TEST,
FLAG_ALBEDO_FROM_VERTEX_COLOR,
FLAG_SRGB_VERTEX_COLOR,
@@ -185,15 +208,16 @@ public:
FLAG_BILLBOARD_KEEP_SCALE,
FLAG_UV1_USE_TRIPLANAR,
FLAG_UV2_USE_TRIPLANAR,
- FLAG_TRIPLANAR_USE_WORLD,
+ FLAG_UV1_USE_WORLD_TRIPLANAR,
+ FLAG_UV2_USE_WORLD_TRIPLANAR,
FLAG_AO_ON_UV2,
FLAG_EMISSION_ON_UV2,
- FLAG_USE_ALPHA_SCISSOR,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
FLAG_DONT_RECEIVE_SHADOWS,
- FLAG_ENSURE_CORRECT_NORMALS,
FLAG_DISABLE_AMBIENT_LIGHT,
FLAG_USE_SHADOW_TO_OPACITY,
+ FLAG_USE_TEXTURE_REPEAT,
+ FLAG_INVERT_HEIGHTMAP,
FLAG_MAX
};
@@ -244,12 +268,12 @@ private:
union MaterialKey {
struct {
- uint64_t feature_mask : 12;
+ uint64_t feature_mask : FEATURE_MAX;
uint64_t detail_uv : 1;
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
- uint64_t flags : 19;
+ uint64_t flags : FLAG_MAX;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 3;
@@ -260,8 +284,10 @@ private:
uint64_t proximity_fade : 1;
uint64_t distance_fade : 2;
uint64_t emission_op : 1;
- uint64_t texture_metallic : 1;
- uint64_t texture_roughness : 1;
+ uint64_t texture_filter : 3;
+ uint64_t transparency : 2;
+ uint64_t shading_mode : 2;
+ uint64_t roughness_channel : 3;
};
uint64_t key;
@@ -293,6 +319,10 @@ private:
mk.blend_mode = blend_mode;
mk.depth_draw_mode = depth_draw_mode;
mk.cull_mode = cull_mode;
+ mk.texture_filter = texture_filter;
+ mk.transparency = transparency;
+ mk.shading_mode = shading_mode;
+ mk.roughness_channel = roughness_texture_channel;
for (int i = 0; i < FLAG_MAX; i++) {
if (flags[i]) {
mk.flags |= ((uint64_t)1 << i);
@@ -307,8 +337,6 @@ private:
mk.proximity_fade = proximity_fade_enabled;
mk.distance_fade = distance_fade;
mk.emission_op = emission_op;
- mk.texture_metallic = textures[TEXTURE_METALLIC].is_valid() ? 1 : 0;
- mk.texture_roughness = textures[TEXTURE_ROUGHNESS].is_valid() ? 1 : 0;
return mk;
}
@@ -326,7 +354,7 @@ private:
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
- StringName depth_scale;
+ StringName heightmap_scale;
StringName subsurface_scattering_strength;
StringName transmission;
StringName refraction;
@@ -338,9 +366,9 @@ private:
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
- StringName depth_min_layers;
- StringName depth_max_layers;
- StringName depth_flip;
+ StringName heightmap_min_layers;
+ StringName heightmap_max_layers;
+ StringName heightmap_flip;
StringName uv1_blend_sharpness;
StringName uv2_blend_sharpness;
StringName grow;
@@ -350,11 +378,10 @@ private:
StringName ao_light_affect;
StringName metallic_texture_channel;
- StringName roughness_texture_channel;
StringName ao_texture_channel;
StringName clearcoat_texture_channel;
StringName rim_texture_channel;
- StringName depth_texture_channel;
+ StringName heightmap_texture_channel;
StringName refraction_texture_channel;
StringName alpha_scissor_threshold;
@@ -362,15 +389,17 @@ private:
};
static Mutex *material_mutex;
- static SelfList<SpatialMaterial>::List *dirty_materials;
+ static SelfList<BaseMaterial3D>::List *dirty_materials;
static ShaderNames *shader_names;
- SelfList<SpatialMaterial> element;
+ SelfList<BaseMaterial3D> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
+ bool orm;
+
Color albedo;
float specular;
float metallic;
@@ -383,7 +412,7 @@ private:
float clearcoat;
float clearcoat_gloss;
float anisotropy;
- float depth_scale;
+ float heightmap_scale;
float subsurface_scattering_strength;
Color transmission;
float refraction;
@@ -395,6 +424,10 @@ private:
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
+ Transparency transparency;
+ ShadingMode shading_mode;
+
+ TextureFilter texture_filter;
Vector3 uv1_scale;
Vector3 uv1_offset;
@@ -409,8 +442,8 @@ private:
bool deep_parallax;
int deep_parallax_min_layers;
int deep_parallax_max_layers;
- bool depth_parallax_flip_tangent;
- bool depth_parallax_flip_binormal;
+ bool heightmap_parallax_flip_tangent;
+ bool heightmap_parallax_flip_binormal;
bool proximity_fade_enabled;
float proximity_fade_distance;
@@ -442,7 +475,7 @@ private:
static const int MAX_MATERIALS_FOR_2D = 128;
- static Ref<SpatialMaterial> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
+ static Ref<StandardMaterial3D> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
@@ -491,23 +524,23 @@ public:
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
- void set_depth_scale(float p_depth_scale);
- float get_depth_scale() const;
+ void set_heightmap_scale(float p_heightmap_scale);
+ float get_heightmap_scale() const;
- void set_depth_deep_parallax(bool p_enable);
- bool is_depth_deep_parallax_enabled() const;
+ void set_heightmap_deep_parallax(bool p_enable);
+ bool is_heightmap_deep_parallax_enabled() const;
- void set_depth_deep_parallax_min_layers(int p_layer);
- int get_depth_deep_parallax_min_layers() const;
+ void set_heightmap_deep_parallax_min_layers(int p_layer);
+ int get_heightmap_deep_parallax_min_layers() const;
- void set_depth_deep_parallax_max_layers(int p_layer);
- int get_depth_deep_parallax_max_layers() const;
+ void set_heightmap_deep_parallax_max_layers(int p_layer);
+ int get_heightmap_deep_parallax_max_layers() const;
- void set_depth_deep_parallax_flip_tangent(bool p_flip);
- bool get_depth_deep_parallax_flip_tangent() const;
+ void set_heightmap_deep_parallax_flip_tangent(bool p_flip);
+ bool get_heightmap_deep_parallax_flip_tangent() const;
- void set_depth_deep_parallax_flip_binormal(bool p_flip);
- bool get_depth_deep_parallax_flip_binormal() const;
+ void set_heightmap_deep_parallax_flip_binormal(bool p_flip);
+ bool get_heightmap_deep_parallax_flip_binormal() const;
void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
float get_subsurface_scattering_strength() const;
@@ -521,6 +554,12 @@ public:
void set_point_size(float p_point_size);
float get_point_size() const;
+ void set_transparency(Transparency p_transparency);
+ Transparency get_transparency() const;
+
+ void set_shading_mode(ShadingMode p_shading_mode);
+ ShadingMode get_shading_mode() const;
+
void set_detail_uv(DetailUV p_detail_uv);
DetailUV get_detail_uv() const;
@@ -550,6 +589,9 @@ public:
// Used only for shader material conversion
Ref<Texture2D> get_texture_by_name(StringName p_name) const;
+ void set_texture_filter(TextureFilter p_filter);
+ TextureFilter get_texture_filter() const;
+
void set_feature(Feature p_feature, bool p_enabled);
bool get_feature(Feature p_feature) const;
@@ -630,23 +672,45 @@ public:
virtual Shader::Mode get_shader_mode() const;
- SpatialMaterial();
- virtual ~SpatialMaterial();
+ BaseMaterial3D(bool p_orm);
+ virtual ~BaseMaterial3D();
};
-VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
-VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
-VARIANT_ENUM_CAST(SpatialMaterial::Feature)
-VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
-VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
-VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
-VARIANT_ENUM_CAST(SpatialMaterial::Flags)
-VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
-VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
-VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
-VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel)
-VARIANT_ENUM_CAST(SpatialMaterial::EmissionOperator)
-VARIANT_ENUM_CAST(SpatialMaterial::DistanceFadeMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::TextureParam)
+VARIANT_ENUM_CAST(BaseMaterial3D::TextureFilter)
+VARIANT_ENUM_CAST(BaseMaterial3D::ShadingMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::Transparency)
+VARIANT_ENUM_CAST(BaseMaterial3D::DetailUV)
+VARIANT_ENUM_CAST(BaseMaterial3D::Feature)
+VARIANT_ENUM_CAST(BaseMaterial3D::BlendMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::DepthDrawMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::CullMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::Flags)
+VARIANT_ENUM_CAST(BaseMaterial3D::DiffuseMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::SpecularMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::BillboardMode)
+VARIANT_ENUM_CAST(BaseMaterial3D::TextureChannel)
+VARIANT_ENUM_CAST(BaseMaterial3D::EmissionOperator)
+VARIANT_ENUM_CAST(BaseMaterial3D::DistanceFadeMode)
+
+class StandardMaterial3D : public BaseMaterial3D {
+ GDCLASS(StandardMaterial3D, BaseMaterial3D)
+protected:
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+#endif
+
+public:
+ StandardMaterial3D() :
+ BaseMaterial3D(false) {}
+};
+
+class ORMMaterial3D : public BaseMaterial3D {
+ GDCLASS(ORMMaterial3D, BaseMaterial3D)
+public:
+ ORMMaterial3D() :
+ BaseMaterial3D(true) {}
+};
//////////////////////
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index e102d944e8..ec5989b862 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1041,7 +1041,7 @@ void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
if (surfaces[i].is_2d) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial", PROPERTY_USAGE_EDITOR));
} else {
- p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial", PROPERTY_USAGE_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_EDITOR));
}
}
}
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 79d030b8ab..fa0ded12a1 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -206,7 +206,7 @@ void PrimitiveMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces);
ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
}