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-rw-r--r--doc/classes/AudioStream.xml6
-rw-r--r--doc/classes/BaseMaterial3D.xml15
-rw-r--r--doc/classes/CharacterBody2D.xml18
-rw-r--r--doc/classes/CharacterBody3D.xml18
-rw-r--r--doc/classes/Geometry2D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/SurfaceTool.xml4
-rw-r--r--drivers/gles3/shaders/scene.glsl8
-rw-r--r--modules/fbx/data/fbx_material.cpp2
-rw-r--r--modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd8
-rw-r--r--modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd12
-rw-r--r--modules/gdscript/gdscript_analyzer.cpp66
-rw-r--r--modules/gdscript/gdscript_editor.cpp29
-rw-r--r--modules/mono/editor_templates/CharacterBody2D/basic_movement.cs12
-rw-r--r--modules/mono/editor_templates/CharacterBody3D/basic_movement.cs16
-rw-r--r--scene/2d/physics_body_2d.cpp56
-rw-r--r--scene/2d/physics_body_2d.h6
-rw-r--r--scene/3d/physics_body_3d.cpp60
-rw-r--r--scene/3d/physics_body_3d.h6
-rw-r--r--scene/resources/material.cpp34
-rw-r--r--scene/resources/material.h10
-rw-r--r--scene/resources/visual_shader.cpp2
-rw-r--r--servers/audio/audio_stream.cpp1
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp13
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl72
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl129
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl67
-rw-r--r--servers/rendering/shader_compiler.cpp144
-rw-r--r--servers/rendering/shader_types.cpp4
-rw-r--r--servers/rendering_server.cpp2
32 files changed, 378 insertions, 466 deletions
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 1e6f700c7c..6343da6eed 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -39,6 +39,12 @@
Returns the length of the audio stream in seconds.
</description>
</method>
+ <method name="instance_playback">
+ <return type="AudioStreamPlayback" />
+ <description>
+ Returns an AudioStreamPlayback. Useful for when you want to extend `_instance_playback` but call `instance_playback` from an internally held AudioStream subresource. An example of this can be found in the source files for `AudioStreamRandomPitch::instance_playback`.
+ </description>
+ </method>
<method name="is_monophonic" qualifiers="const">
<return type="bool" />
<description>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 9abdddfa5e..ae7b0afaa7 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -132,8 +132,8 @@
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
[b]Note:[/b] Clearcoat rendering is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
</member>
- <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss" default="0.5">
- Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
+ <member name="clearcoat_roughness" type="float" setter="set_clearcoat_roughness" getter="get_clearcoat_roughness" default="0.5">
+ Sets the roughness of the clearcoat pass. A higher value results in a rougher clearcoat while a lower value results in a smoother clearcoat.
</member>
<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
@@ -319,6 +319,7 @@
</member>
<member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0">
The method for rendering the specular blob. See [enum SpecularMode].
+ [b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes.
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
@@ -664,16 +665,10 @@
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
Default specular blob.
</constant>
- <constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
- Older specular algorithm, included for compatibility.
- </constant>
- <constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
+ <constant name="SPECULAR_TOON" value="1" enum="SpecularMode">
Toon blob which changes size based on roughness.
</constant>
- <constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
+ <constant name="SPECULAR_DISABLED" value="2" enum="SpecularMode">
No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index f90c477f6d..28060f6579 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -55,7 +55,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -131,8 +131,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
@@ -162,7 +162,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -170,9 +170,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector2" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector2(0, 0)">
- Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -188,6 +185,9 @@
<member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)">
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
+ <member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
+ Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
+ </member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
</member>
@@ -200,10 +200,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index f1c717b74a..4895e2cff7 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -56,7 +56,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector3" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -117,8 +117,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
</description>
@@ -147,7 +147,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -155,9 +155,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
- Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -173,6 +170,9 @@
<member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)">
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
+ <member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
+ Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
+ </member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].
</member>
@@ -185,10 +185,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.
diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml
index 446a90463d..cbd83e8d7d 100644
--- a/doc/classes/Geometry2D.xml
+++ b/doc/classes/Geometry2D.xml
@@ -209,7 +209,7 @@
<return type="PackedInt32Array" />
<argument index="0" name="polygon" type="PackedVector2Array" />
<description>
- Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
+ Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PackedInt32Array] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty [PackedInt32Array] is returned.
</description>
</method>
</methods>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0a695414ee..da35b3260e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1813,12 +1813,6 @@
</member>
<member name="rendering/shader_compiler/shader_cache/use_zstd_compression" type="bool" setter="" getter="" default="true">
</member>
- <member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
- If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
- </member>
- <member name="rendering/shading/overrides/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
- Lower-end override for [member rendering/shading/overrides/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
- </member>
<member name="rendering/shading/overrides/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
</member>
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 4ff2d287a1..5f133169f2 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -265,6 +265,8 @@
<return type="String" />
<argument index="0" name="size" type="int" />
<description>
+ Converts an integer representing a number of bytes into a human-readable form.
+ Note that this output is in [url=https://en.wikipedia.org/wiki/Binary_prefix#IEC_prefixes]IEC prefix format[/url], and includes [code]B[/code], [code]KiB[/code], [code]MiB[/code], [code]GiB[/code], [code]TiB[/code], [code]PiB[/code], and [code]EiB[/code].
</description>
</method>
<method name="indent" qualifiers="const">
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 9d0962f337..43d34d3890 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -11,14 +11,14 @@
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_color(Color(1, 0, 0))
st.set_uv(Vector2(0, 0))
- st.set_vertex(Vector3(0, 0, 0))
+ st.add_vertex(Vector3(0, 0, 0))
[/gdscript]
[csharp]
var st = new SurfaceTool();
st.Begin(Mesh.PrimitiveType.Triangles);
st.SetColor(new Color(1, 0, 0));
st.SetUv(new Vector2(0, 0));
- st.SetVertex(new Vector3(0, 0, 0));
+ st.AddVertex(new Vector3(0, 0, 0));
[/csharp]
[/codeblocks]
The above [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calling [method set_uv] or [method set_color], then the last values would be used.
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 98c92a1d99..2d504cd052 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1107,7 +1107,7 @@ void light_compute(
float rim,
float rim_tint,
float clearcoat,
- float clearcoat_gloss,
+ float clearcoat_roughness,
float anisotropy,
inout vec3 diffuse_light,
inout vec3 specular_light,
@@ -1298,7 +1298,7 @@ LIGHT_SHADER_CODE
#if !defined(SPECULAR_SCHLICK_GGX)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_roughness));
float Fr = mix(.04, 1.0, cLdotH5);
//float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
float Gr = V_GGX(cNdotL, cNdotV, 0.25);
@@ -1427,7 +1427,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
float sss_strength = 0.0; //unused
@@ -2028,7 +2028,7 @@ FRAGMENT_SHADER_CODE
rim,
rim_tint,
clearcoat,
- clearcoat_gloss,
+ clearcoat_roughness,
anisotropy,
diffuse_light,
specular_light,
diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp
index bc638244d8..36e20df3a9 100644
--- a/modules/fbx/data/fbx_material.cpp
+++ b/modules/fbx/data/fbx_material.cpp
@@ -426,7 +426,7 @@ Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) {
// meaning is that approx equal to zero is disabled not actually zero. ;)
if (real_value && Math::is_zero_approx(real_value->Value())) {
print_verbose("clearcoat real value: " + rtos(real_value->Value()));
- spatial_material->set_clearcoat_gloss(1.0 - real_value->Value());
+ spatial_material->set_clearcoat_roughness(real_value->Value());
} else {
print_error("unsupported value type for clearcoat gloss");
}
diff --git a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd
index edaccae018..34b5ba45b7 100644
--- a/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd
+++ b/modules/gdscript/editor_templates/CharacterBody2D/basic_movement.gd
@@ -12,18 +12,18 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
- motion_velocity.y += gravity * delta
+ velocity.y += gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- motion_velocity.y = JUMP_VELOCITY
+ velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
- motion_velocity.x = direction * SPEED
+ velocity.x = direction * SPEED
else:
- motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
+ velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
diff --git a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd
index e191e5451a..cbc9cf1064 100644
--- a/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd
+++ b/modules/gdscript/editor_templates/CharacterBody3D/basic_movement.gd
@@ -12,21 +12,21 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
- motion_velocity.y -= gravity * delta
+ velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
- motion_velocity.y = JUMP_VELOCITY
+ velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
- motion_velocity.x = direction.x * SPEED
- motion_velocity.z = direction.z * SPEED
+ velocity.x = direction.x * SPEED
+ velocity.z = direction.z * SPEED
else:
- motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
- motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
+ velocity.x = move_toward(velocity.x, 0, SPEED)
+ velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp
index 94daba4bf6..9a79f3d016 100644
--- a/modules/gdscript/gdscript_analyzer.cpp
+++ b/modules/gdscript/gdscript_analyzer.cpp
@@ -646,41 +646,51 @@ void GDScriptAnalyzer::resolve_class_interface(GDScriptParser::ClassNode *p_clas
}
}
- if (member.variable->datatype_specifier != nullptr) {
- datatype = specified_type;
+ // Check if initalizer is an unset identifier (ie: a variable within scope, but declared below)
+ if (member.variable->initializer && !member.variable->initializer->get_datatype().is_set()) {
+ if (member.variable->initializer->type == GDScriptParser::Node::IDENTIFIER) {
+ GDScriptParser::IdentifierNode *initializer_identifier = static_cast<GDScriptParser::IdentifierNode *>(member.variable->initializer);
+ push_error(vformat(R"(Identifier "%s" must be declared above current variable.)", initializer_identifier->name), member.variable->initializer);
+ } else {
+ ERR_PRINT("Parser bug (please report): tried to assign unset node without an identifier.");
+ }
+ } else {
+ if (member.variable->datatype_specifier != nullptr) {
+ datatype = specified_type;
- if (member.variable->initializer != nullptr) {
- if (!is_type_compatible(datatype, member.variable->initializer->get_datatype(), true, member.variable->initializer)) {
- // Try reverse test since it can be a masked subtype.
- if (!is_type_compatible(member.variable->initializer->get_datatype(), datatype, true, member.variable->initializer)) {
- push_error(vformat(R"(Value of type "%s" cannot be assigned to a variable of type "%s".)", member.variable->initializer->get_datatype().to_string(), datatype.to_string()), member.variable->initializer);
- } else {
- // TODO: Add warning.
+ if (member.variable->initializer != nullptr) {
+ if (!is_type_compatible(datatype, member.variable->initializer->get_datatype(), true, member.variable->initializer)) {
+ // Try reverse test since it can be a masked subtype.
+ if (!is_type_compatible(member.variable->initializer->get_datatype(), datatype, true, member.variable->initializer)) {
+ push_error(vformat(R"(Value of type "%s" cannot be assigned to a variable of type "%s".)", member.variable->initializer->get_datatype().to_string(), datatype.to_string()), member.variable->initializer);
+ } else {
+ // TODO: Add warning.
+ mark_node_unsafe(member.variable->initializer);
+ member.variable->use_conversion_assign = true;
+ }
+ } else if (datatype.builtin_type == Variant::INT && member.variable->initializer->get_datatype().builtin_type == Variant::FLOAT) {
+#ifdef DEBUG_ENABLED
+ parser->push_warning(member.variable->initializer, GDScriptWarning::NARROWING_CONVERSION);
+#endif
+ }
+ if (member.variable->initializer->get_datatype().is_variant()) {
+ // TODO: Warn unsafe assign.
mark_node_unsafe(member.variable->initializer);
member.variable->use_conversion_assign = true;
}
- } else if (datatype.builtin_type == Variant::INT && member.variable->initializer->get_datatype().builtin_type == Variant::FLOAT) {
-#ifdef DEBUG_ENABLED
- parser->push_warning(member.variable->initializer, GDScriptWarning::NARROWING_CONVERSION);
-#endif
}
- if (member.variable->initializer->get_datatype().is_variant()) {
- // TODO: Warn unsafe assign.
- mark_node_unsafe(member.variable->initializer);
- member.variable->use_conversion_assign = true;
+ } else if (member.variable->infer_datatype) {
+ if (member.variable->initializer == nullptr) {
+ push_error(vformat(R"(Cannot infer the type of "%s" variable because there's no default value.)", member.variable->identifier->name), member.variable->identifier);
+ } else if (!datatype.is_set() || datatype.has_no_type()) {
+ push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value doesn't have a set type.)", member.variable->identifier->name), member.variable->initializer);
+ } else if (datatype.is_variant()) {
+ push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is Variant. Use explicit "Variant" type if this is intended.)", member.variable->identifier->name), member.variable->initializer);
+ } else if (datatype.builtin_type == Variant::NIL) {
+ push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is "null".)", member.variable->identifier->name), member.variable->initializer);
}
+ datatype.type_source = GDScriptParser::DataType::ANNOTATED_INFERRED;
}
- } else if (member.variable->infer_datatype) {
- if (member.variable->initializer == nullptr) {
- push_error(vformat(R"(Cannot infer the type of "%s" variable because there's no default value.)", member.variable->identifier->name), member.variable->identifier);
- } else if (!datatype.is_set() || datatype.has_no_type()) {
- push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value doesn't have a set type.)", member.variable->identifier->name), member.variable->initializer);
- } else if (datatype.is_variant()) {
- push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is Variant. Use explicit "Variant" type if this is intended.)", member.variable->identifier->name), member.variable->initializer);
- } else if (datatype.builtin_type == Variant::NIL) {
- push_error(vformat(R"(Cannot infer the type of "%s" variable because the initial value is "null".)", member.variable->identifier->name), member.variable->initializer);
- }
- datatype.type_source = GDScriptParser::DataType::ANNOTATED_INFERRED;
}
datatype.is_constant = false;
diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp
index f0dc830ed8..6fb95d32ca 100644
--- a/modules/gdscript/gdscript_editor.cpp
+++ b/modules/gdscript/gdscript_editor.cpp
@@ -1198,6 +1198,27 @@ static bool _guess_identifier_type(GDScriptParser::CompletionContext &p_context,
static bool _guess_identifier_type_from_base(GDScriptParser::CompletionContext &p_context, const GDScriptCompletionIdentifier &p_base, const StringName &p_identifier, GDScriptCompletionIdentifier &r_type);
static bool _guess_method_return_type_from_base(GDScriptParser::CompletionContext &p_context, const GDScriptCompletionIdentifier &p_base, const StringName &p_method, GDScriptCompletionIdentifier &r_type);
+static bool _is_expression_named_identifier(const GDScriptParser::ExpressionNode *p_expression, const StringName &p_name) {
+ if (p_expression) {
+ switch (p_expression->type) {
+ case GDScriptParser::Node::IDENTIFIER: {
+ const GDScriptParser::IdentifierNode *id = static_cast<const GDScriptParser::IdentifierNode *>(p_expression);
+ if (id->name == p_name) {
+ return true;
+ }
+ } break;
+ case GDScriptParser::Node::CAST: {
+ const GDScriptParser::CastNode *cn = static_cast<const GDScriptParser::CastNode *>(p_expression);
+ return _is_expression_named_identifier(cn->operand, p_name);
+ } break;
+ default:
+ break;
+ }
+ }
+
+ return false;
+}
+
static bool _guess_expression_type(GDScriptParser::CompletionContext &p_context, const GDScriptParser::ExpressionNode *p_expression, GDScriptCompletionIdentifier &r_type) {
bool found = false;
@@ -1904,6 +1925,14 @@ static bool _guess_identifier_type_from_base(GDScriptParser::CompletionContext &
return true;
} else if (init->start_line == p_context.current_line) {
return false;
+ // Detects if variable is assigned to itself
+ } else if (_is_expression_named_identifier(init, member.variable->identifier->name)) {
+ if (member.variable->initializer->get_datatype().is_set()) {
+ r_type.type = member.variable->initializer->get_datatype();
+ } else if (member.variable->get_datatype().is_set() && !member.variable->get_datatype().is_variant()) {
+ r_type.type = member.variable->get_datatype();
+ }
+ return true;
} else if (_guess_expression_type(p_context, init, r_type)) {
return true;
} else if (init->get_datatype().is_set() && !init->get_datatype().is_variant()) {
diff --git a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
index b0ded3133f..2ca81ab7cd 100644
--- a/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
+++ b/modules/mono/editor_templates/CharacterBody2D/basic_movement.cs
@@ -13,29 +13,29 @@ public partial class _CLASS_ : _BASE_
public override void _PhysicsProcess(float delta)
{
- Vector2 motionVelocity = MotionVelocity;
+ Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
- motionVelocity.y += gravity * delta;
+ velocity.y += gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
- motionVelocity.y = JumpVelocity;
+ velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero)
{
- motionVelocity.x = direction.x * Speed;
+ velocity.x = direction.x * Speed;
}
else
{
- motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
+ velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
}
- MotionVelocity = motionVelocity;
+ Velocity = velocity;
MoveAndSlide();
}
}
diff --git a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
index d8c2f67ac8..a6935fe497 100644
--- a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
+++ b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
@@ -13,15 +13,15 @@ public partial class _CLASS_ : _BASE_
public override void _PhysicsProcess(float delta)
{
- Vector3 motionVelocity = MotionVelocity;
+ Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
- motionVelocity.y -= gravity * delta;
+ velocity.y -= gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
- motionVelocity.y = JumpVelocity;
+ velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
@@ -29,16 +29,16 @@ public partial class _CLASS_ : _BASE_
Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero)
{
- motionVelocity.x = direction.x * Speed;
- motionVelocity.z = direction.z * Speed;
+ velocity.x = direction.x * Speed;
+ velocity.z = direction.z * Speed;
}
else
{
- motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
- motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed);
+ velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
+ velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
}
- MotionVelocity = motionVelocity;
+ Velocity = velocity;
MoveAndSlide();
}
}
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index a4ad0a8d99..eb4d9d6445 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1168,7 +1168,7 @@ bool CharacterBody2D::move_and_slide() {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction);
}
- motion_velocity += current_platform_velocity;
+ velocity += current_platform_velocity;
}
}
@@ -1176,7 +1176,7 @@ bool CharacterBody2D::move_and_slide() {
}
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
- Vector2 motion = motion_velocity * p_delta;
+ Vector2 motion = velocity * p_delta;
Vector2 motion_slide_up = motion.slide(up_direction);
Vector2 prev_floor_normal = floor_normal;
@@ -1194,7 +1194,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false;
bool first_slide = true;
- bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
+ bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
Vector2 last_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) {
@@ -1211,26 +1211,26 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
motion_results.push_back(result);
_set_collision_direction(result);
- // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
+ // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
apply_ceiling_velocity = true;
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
- Vector2 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity);
+ Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
- motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction);
+ velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
}
}
}
- if (on_floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
+ if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform2D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
gt.elements[2] -= result.travel;
}
set_global_transform(gt);
- motion_velocity = Vector2();
+ velocity = Vector2();
last_motion = Vector2();
motion = Vector2();
break;
@@ -1254,7 +1254,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
}
// Determines if you are on the ground.
_snap_on_floor(true, false);
- motion_velocity = Vector2();
+ velocity = Vector2();
last_motion = Vector2();
motion = Vector2();
break;
@@ -1276,7 +1276,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
Vector2 slide_motion = result.remainder.slide(result.collision_normal);
- if (slide_motion.dot(motion_velocity) > 0.0) {
+ if (slide_motion.dot(velocity) > 0.0) {
motion = slide_motion;
} else {
motion = Vector2();
@@ -1284,10 +1284,10 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (slide_on_ceiling && on_ceiling) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
if (vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(result.collision_normal);
+ velocity = velocity.slide(result.collision_normal);
} else {
// Avoid acceleration in slope when falling.
- motion_velocity = up_direction * up_direction.dot(motion_velocity);
+ velocity = up_direction * up_direction.dot(velocity);
}
}
}
@@ -1295,7 +1295,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
else {
motion = result.remainder;
if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(up_direction);
+ velocity = velocity.slide(up_direction);
motion = motion.slide(up_direction);
}
}
@@ -1329,23 +1329,23 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Scales the horizontal velocity according to the wall slope.
if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
- Vector2 slide_motion = motion_velocity.slide(motion_results.get(0).collision_normal);
+ Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
if (motion_slide_up.dot(slide_motion) < 0) {
- motion_velocity = up_direction * up_direction.dot(motion_velocity);
+ velocity = up_direction * up_direction.dot(velocity);
} else {
- // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection.
- motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction);
+ // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
+ velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
}
}
// Reset the gravity accumulation when touching the ground.
if (on_floor && !vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(up_direction);
+ velocity = velocity.slide(up_direction);
}
}
void CharacterBody2D::_move_and_slide_floating(double p_delta) {
- Vector2 motion = motion_velocity * p_delta;
+ Vector2 motion = velocity * p_delta;
platform_rid = RID();
platform_object_id = ObjectID();
@@ -1370,7 +1370,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
break;
}
- if (wall_min_slide_angle != 0 && result.get_angle(-motion_velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
+ if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector2();
} else if (first_slide) {
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
@@ -1379,7 +1379,7 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
motion = result.remainder.slide(result.collision_normal);
}
- if (motion.dot(motion_velocity) <= 0.0) {
+ if (motion.dot(velocity) <= 0.0) {
motion = Vector2();
}
}
@@ -1471,12 +1471,12 @@ void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
}
-const Vector2 &CharacterBody2D::get_motion_velocity() const {
- return motion_velocity;
+const Vector2 &CharacterBody2D::get_velocity() const {
+ return velocity;
}
-void CharacterBody2D::set_motion_velocity(const Vector2 &p_velocity) {
- motion_velocity = p_velocity;
+void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
+ velocity = p_velocity;
}
bool CharacterBody2D::is_on_floor() const {
@@ -1697,8 +1697,8 @@ void CharacterBody2D::_notification(int p_what) {
void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
- ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody2D::set_motion_velocity);
- ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody2D::get_motion_velocity);
+ ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
+ ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody2D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
@@ -1750,7 +1750,7 @@ void CharacterBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index cfaa2570fb..8d9e31d4dd 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -337,8 +337,8 @@ public:
};
bool move_and_slide();
- const Vector2 &get_motion_velocity() const;
- void set_motion_velocity(const Vector2 &p_velocity);
+ const Vector2 &get_velocity() const;
+ void set_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
@@ -378,7 +378,7 @@ private:
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t moving_platform_floor_layers = UINT32_MAX;
uint32_t moving_platform_wall_layers = 0;
- Vector2 motion_velocity;
+ Vector2 velocity;
Vector2 floor_normal;
Vector2 platform_velocity;
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index c6d7e1df86..25411e54c0 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1169,7 +1169,7 @@ bool CharacterBody3D::move_and_slide() {
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
- motion_velocity[i] = 0.0;
+ velocity[i] = 0.0;
}
}
@@ -1239,7 +1239,7 @@ bool CharacterBody3D::move_and_slide() {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction);
}
- motion_velocity += current_platform_velocity;
+ velocity += current_platform_velocity;
}
}
@@ -1247,7 +1247,7 @@ bool CharacterBody3D::move_and_slide() {
}
void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
- Vector3 motion = motion_velocity * p_delta;
+ Vector3 motion = velocity * p_delta;
Vector3 motion_slide_up = motion.slide(up_direction);
Vector3 prev_floor_normal = floor_normal;
@@ -1267,7 +1267,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false;
bool first_slide = true;
- bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
+ bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
Vector3 total_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) {
@@ -1287,26 +1287,26 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
CollisionState result_state;
_set_collision_direction(result, result_state);
- // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
+ // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
apply_ceiling_velocity = true;
Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
- Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity);
+ Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
- motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction);
+ velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
}
}
}
- if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
+ if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform3D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
gt.origin -= result.travel;
}
set_global_transform(gt);
- motion_velocity = Vector3();
+ velocity = Vector3();
motion = Vector3();
last_motion = Vector3();
break;
@@ -1367,11 +1367,11 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Scales the horizontal velocity according to the wall slope.
if (vel_dir_facing_up) {
- Vector3 slide_motion = motion_velocity.slide(result.collisions[0].normal);
- // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection.
- motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction);
+ Vector3 slide_motion = velocity.slide(result.collisions[0].normal);
+ // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
+ velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
} else {
- motion_velocity = motion_velocity.slide(forward);
+ velocity = velocity.slide(forward);
}
// Allow only lateral motion along previous floor when already on floor.
@@ -1401,7 +1401,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (stop_all_motion) {
motion = Vector3();
- motion_velocity = Vector3();
+ velocity = Vector3();
}
}
}
@@ -1412,7 +1412,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
if (motion_angle < wall_min_slide_angle) {
motion = up_direction * motion.dot(up_direction);
- motion_velocity = up_direction * motion_velocity.dot(up_direction);
+ velocity = up_direction * velocity.dot(up_direction);
apply_default_sliding = false;
}
@@ -1437,7 +1437,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
slide_motion *= motion_length;
}
- if (slide_motion.dot(motion_velocity) > 0.0) {
+ if (slide_motion.dot(velocity) > 0.0) {
motion = slide_motion;
} else {
motion = Vector3();
@@ -1446,10 +1446,10 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (slide_on_ceiling && result_state.ceiling) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
if (vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(collision.normal);
+ velocity = velocity.slide(collision.normal);
} else {
// Avoid acceleration in slope when falling.
- motion_velocity = up_direction * up_direction.dot(motion_velocity);
+ velocity = up_direction * up_direction.dot(velocity);
}
}
}
@@ -1457,7 +1457,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
else {
motion = result.remainder;
if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(up_direction);
+ velocity = velocity.slide(up_direction);
motion = motion.slide(up_direction);
}
}
@@ -1502,12 +1502,12 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Reset the gravity accumulation when touching the ground.
if (collision_state.floor && !vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(up_direction);
+ velocity = velocity.slide(up_direction);
}
}
void CharacterBody3D::_move_and_slide_floating(double p_delta) {
- Vector3 motion = motion_velocity * p_delta;
+ Vector3 motion = velocity * p_delta;
platform_rid = RID();
platform_object_id = ObjectID();
@@ -1534,7 +1534,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
break;
}
- if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
+ if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector3();
if (result.travel.length() < margin + CMP_EPSILON) {
Transform3D gt = get_global_transform();
@@ -1548,7 +1548,7 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
motion = result.remainder.slide(wall_normal);
}
- if (motion.dot(motion_velocity) <= 0.0) {
+ if (motion.dot(velocity) <= 0.0) {
motion = Vector3();
}
}
@@ -1723,12 +1723,12 @@ real_t CharacterBody3D::get_safe_margin() const {
return margin;
}
-const Vector3 &CharacterBody3D::get_motion_velocity() const {
- return motion_velocity;
+const Vector3 &CharacterBody3D::get_velocity() const {
+ return velocity;
}
-void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) {
- motion_velocity = p_velocity;
+void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
+ velocity = p_velocity;
}
bool CharacterBody3D::is_on_floor() const {
@@ -1943,8 +1943,8 @@ void CharacterBody3D::_notification(int p_what) {
void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
- ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity);
- ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity);
+ ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
+ ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
@@ -1997,7 +1997,7 @@ void CharacterBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
ADD_GROUP("Floor", "floor_");
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 67dc7382c3..0f753fef76 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -354,8 +354,8 @@ public:
};
bool move_and_slide();
- const Vector3 &get_motion_velocity() const;
- void set_motion_velocity(const Vector3 &p_velocity);
+ const Vector3 &get_velocity() const;
+ void set_velocity(const Vector3 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
@@ -416,7 +416,7 @@ private:
real_t floor_max_angle = Math::deg2rad((real_t)45.0);
real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
- Vector3 motion_velocity;
+ Vector3 velocity;
Vector3 floor_normal;
Vector3 wall_normal;
Vector3 ceiling_normal;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index b74f44c52f..6fb0c0468d 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -330,7 +330,7 @@ void BaseMaterial3D::init_shaders() {
shader_names->rim = "rim";
shader_names->rim_tint = "rim_tint";
shader_names->clearcoat = "clearcoat";
- shader_names->clearcoat_gloss = "clearcoat_gloss";
+ shader_names->clearcoat_roughness = "clearcoat_roughness";
shader_names->anisotropy = "anisotropy_ratio";
shader_names->heightmap_scale = "heightmap_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
@@ -541,12 +541,6 @@ void BaseMaterial3D::_update_shader() {
case SPECULAR_SCHLICK_GGX:
code += ",specular_schlick_ggx";
break;
- case SPECULAR_BLINN:
- code += ",specular_blinn";
- break;
- case SPECULAR_PHONG:
- code += ",specular_phong";
- break;
case SPECULAR_TOON:
code += ",specular_toon";
break;
@@ -690,7 +684,7 @@ void BaseMaterial3D::_update_shader() {
}
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 float clearcoat_roughness : hint_range(0,1);\n";
code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_ANISOTROPY]) {
@@ -1166,7 +1160,7 @@ void BaseMaterial3D::_update_shader() {
code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
- code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
+ code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
@@ -1408,13 +1402,13 @@ float BaseMaterial3D::get_clearcoat() const {
return clearcoat;
}
-void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
- clearcoat_gloss = p_clearcoat_gloss;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
+void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
+ clearcoat_roughness = p_clearcoat_roughness;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
-float BaseMaterial3D::get_clearcoat_gloss() const {
- return clearcoat_gloss;
+float BaseMaterial3D::get_clearcoat_roughness() const {
+ return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
@@ -2271,8 +2265,8 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
- ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss);
- ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss);
+ ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
+ ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
@@ -2438,7 +2432,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Shading", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
ADD_GROUP("Vertex Color", "vertex_color");
@@ -2486,7 +2480,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Clearcoat", "clearcoat_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
ADD_GROUP("Anisotropy", "anisotropy_");
@@ -2693,8 +2687,6 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
- BIND_ENUM_CONSTANT(SPECULAR_BLINN);
- BIND_ENUM_CONSTANT(SPECULAR_PHONG);
BIND_ENUM_CONSTANT(SPECULAR_TOON);
BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
@@ -2732,7 +2724,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
- set_clearcoat_gloss(0.5);
+ set_clearcoat_roughness(0.5);
set_anisotropy(0);
set_heightmap_scale(0.05);
set_subsurface_scattering_strength(0);
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 57591bee2f..a79f072f9a 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -252,8 +252,6 @@ public:
enum SpecularMode {
SPECULAR_SCHLICK_GGX,
- SPECULAR_BLINN,
- SPECULAR_PHONG,
SPECULAR_TOON,
SPECULAR_DISABLED,
SPECULAR_MAX
@@ -387,7 +385,7 @@ private:
StringName rim;
StringName rim_tint;
StringName clearcoat;
- StringName clearcoat_gloss;
+ StringName clearcoat_roughness;
StringName anisotropy;
StringName heightmap_scale;
StringName subsurface_scattering_strength;
@@ -454,7 +452,7 @@ private:
float rim;
float rim_tint;
float clearcoat;
- float clearcoat_gloss;
+ float clearcoat_roughness;
float anisotropy;
float heightmap_scale;
float subsurface_scattering_strength;
@@ -572,8 +570,8 @@ public:
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
- void set_clearcoat_gloss(float p_clearcoat_gloss);
- float get_clearcoat_gloss() const;
+ void set_clearcoat_roughness(float p_clearcoat_roughness);
+ float get_clearcoat_roughness() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index dae61c8609..47ca643029 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -3163,7 +3163,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_roughness", "CLEARCOAT_ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "anisotropy_flow", "ANISOTROPY_FLOW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index 39060286a4..a710658bff 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -200,6 +200,7 @@ bool AudioStream::is_monophonic() const {
void AudioStream::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_length"), &AudioStream::get_length);
ClassDB::bind_method(D_METHOD("is_monophonic"), &AudioStream::is_monophonic);
+ ClassDB::bind_method(D_METHOD("instance_playback"), &AudioStream::instance_playback);
GDVIRTUAL_BIND(_instance_playback);
GDVIRTUAL_BIND(_get_stream_name);
GDVIRTUAL_BIND(_get_length);
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 7987a98b0e..24be451e78 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -557,7 +557,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.renames["RIM"] = "rim";
actions.renames["RIM_TINT"] = "rim_tint";
actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
@@ -607,7 +607,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
actions.usage_defines["RIM_TINT"] = "@RIM";
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions.usage_defines["AO"] = "#define AO_USED\n";
@@ -663,20 +663,12 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
-
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 0b99948063..34b2fa9440 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -545,7 +545,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.renames["RIM"] = "rim";
actions.renames["RIM_TINT"] = "rim_tint";
actions.renames["CLEARCOAT"] = "clearcoat";
- actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
@@ -594,7 +594,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
actions.usage_defines["RIM_TINT"] = "@RIM";
actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
- actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
actions.usage_defines["AO"] = "#define AO_USED\n";
@@ -649,15 +649,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
- if (!force_blinn) {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 5d65b00bee..a8648fc96a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -478,8 +478,8 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -589,7 +589,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -912,7 +912,17 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+#else
vec3 ref_vec = reflect(-view, normal);
+#endif
+
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -954,6 +964,36 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif
+
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -1202,8 +1242,16 @@ void main() {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1555,10 +1603,11 @@ void main() {
rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal,
+ tangent, anisotropy,
#endif
diffuse_light,
specular_light);
@@ -1626,7 +1675,7 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
@@ -1698,10 +1747,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1904,7 +1954,7 @@ void main() {
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
+//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 16f77fb91a..cf2e835b04 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -1,55 +1,29 @@
// Functions related to lighting
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
-
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
float D_GGX(float cos_theta_m, float alpha) {
float alpha2 = alpha * alpha;
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
return alpha2 / (M_PI * d * d);
}
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
+float V_GGX(float NdotL, float NdotV, float alpha) {
+ return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha);
}
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+}
+
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
}
float SchlickFresnel(float u) {
@@ -58,14 +32,6 @@ float SchlickFresnel(float u) {
return m2 * m2 * m; // pow(m,5)
}
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
@@ -87,7 +53,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
@@ -115,11 +81,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
vec3 H = normalize(V + L);
#endif
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(SPECULAR_SCHLICK_GGX)
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
@@ -203,26 +169,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// D
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * blinn * f0 * orms_unpacked.w;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * phong * f0 * orms_unpacked.w;
-
-#elif defined(SPECULAR_TOON)
+#if defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));
float RdotV = dot(R, V);
@@ -236,24 +183,21 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
-
+ float alpha_ggx = roughness * roughness;
#if defined(LIGHT_ANISOTROPY_USED)
- float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha_ggx / aspect;
float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
+#else // LIGHT_ANISOTROPY_USED
float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
+#endif // LIGHT_ANISOTROPY_USED
+ // F
float cLdotH5 = SchlickFresnel(cLdotH);
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
@@ -263,18 +207,23 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_CLEARCOAT_USED)
+ // Clearcoat ignores normal_map, use vertex normal instead
+ float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
+ float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
+ float ccNdotV = max(dot(vertex_normal, V), 0.0);
#if !defined(SPECULAR_SCHLICK_GGX)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
+ float Gr = 0.25 / (cLdotH * cLdotH);
float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+ float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
+ // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR)
+ // but to do so we need to rearrange this entire function
+#endif // LIGHT_CLEARCOAT_USED
}
#ifdef USE_SHADOW_TO_OPACITY
@@ -587,7 +536,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
@@ -711,7 +660,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
rim * omni_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -827,7 +776,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
@@ -912,7 +861,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
rim * spot_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 4d6a3b5864..a1cf1d3c04 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -511,8 +511,8 @@ layout(location = 0) out mediump vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -596,7 +596,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -874,7 +874,16 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+#else
vec3 ref_vec = reflect(-view, normal);
+#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -917,7 +926,35 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -1002,8 +1039,16 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
@@ -1368,7 +1413,7 @@ void main() {
rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -1415,10 +1460,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1459,10 +1505,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index a0b0b31a7b..812d636a0b 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1373,148 +1373,4 @@ void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {
}
ShaderCompiler::ShaderCompiler() {
-#if 0
-
- /** SPATIAL SHADER **/
-
- actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
- actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
- actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
- actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
- actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
- actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
-
- actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
- actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
- actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
- actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
- actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position";
- actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
- actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
- actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
- actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
- actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
-
- //builtins
-
- actions[RS::SHADER_SPATIAL].renames["TIME"] = "time";
- actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
-
- actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
- actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
- actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map";
- actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
- actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
- actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
- actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
- actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
- actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
- actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim";
- actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
- actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
- actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
- actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
- actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
- actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
- actions[RS::SHADER_SPATIAL].renames["AO"] = "ao";
- actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
- actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
- actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
- actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
- actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
- actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
- actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
- actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
-
- //for light
- actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view";
- actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
- actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light";
- actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
- actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
- actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
-
- actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
- actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
- actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
- actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
- actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
- actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
- actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
- actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
- actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
- actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
- actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
- actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
-
- actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
-
- actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
-
- bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
-
- if (!force_lambert) {
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
- }
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
-
- bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
-
- if (!force_blinn) {
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- } else {
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
- }
-
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
- actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
-
- /* PARTICLES SHADER */
-
- actions[RS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
- actions[RS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
- actions[RS::SHADER_PARTICLES].renames["MASS"] = "mass";
- actions[RS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
- actions[RS::SHADER_PARTICLES].renames["RESTART"] = "restart";
- actions[RS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
- actions[RS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
- actions[RS::SHADER_PARTICLES].renames["TIME"] = "time";
- actions[RS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
- actions[RS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
- actions[RS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
- actions[RS::SHADER_PARTICLES].renames["INDEX"] = "index";
- actions[RS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
- actions[RS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
- actions[RS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
-
- actions[RS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
- actions[RS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
- actions[RS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
-#endif
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index d628cf3713..9ea98dc593 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -121,7 +121,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
@@ -202,7 +202,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "unshaded" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "wireframe" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "diffuse", "lambert", "lambert_wrap", "burley", "toon" });
- shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "blinn", "phong", "toon", "disabled" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "toon", "disabled" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "skip_vertex_transform" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "world_vertex_coords" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ensure_correct_normals" });
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 820aeab5b7..cbe90de2f8 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2879,8 +2879,6 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true);
GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);
- GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx", false);
- GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true);
GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);