diff options
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 198 |
1 files changed, 107 insertions, 91 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 1da4e23437..7a2120379f 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,72 +7,57 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> + <link title="Standard Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature"> - </argument> + <return type="bool" /> + <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature" /> <description> Returns [code]true[/code], if the specified [enum Feature] is enabled. </description> </method> <method name="get_flag" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags"> - </argument> + <return type="bool" /> + <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags" /> <description> Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options. </description> </method> <method name="get_texture" qualifiers="const"> - <return type="Texture2D"> - </return> - <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam"> - </argument> + <return type="Texture2D" /> + <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" /> <description> Returns the [Texture] associated with the specified [enum TextureParam]. </description> </method> <method name="set_feature"> - <return type="void"> - </return> - <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature"> - </argument> - <argument index="1" name="enable" type="bool"> - </argument> + <return type="void" /> + <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature" /> + <argument index="1" name="enable" type="bool" /> <description> If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [BaseMaterial3D]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code]. </description> </method> <method name="set_flag"> - <return type="void"> - </return> - <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags"> - </argument> - <argument index="1" name="enable" type="bool"> - </argument> + <return type="void" /> + <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags" /> + <argument index="1" name="enable" type="bool" /> <description> If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. </description> </method> <method name="set_texture"> - <return type="void"> - </return> - <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam"> - </argument> - <argument index="1" name="texture" type="Texture2D"> - </argument> + <return type="void" /> + <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" /> + <argument index="1" name="texture" type="Texture2D" /> <description> Sets the texture for the slot specified by [code]param[/code]. See [enum TextureParam] for available slots. </description> </method> </methods> <members> - <member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color( 1, 1, 1, 1 )"> + <member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)"> The material's base color. </member> <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> @@ -81,34 +66,46 @@ <member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture to multiply by [member albedo_color]. Used for basic texturing of objects. </member> + <member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge"> + Threshold at which antialiasing will be applied on the alpha channel. + </member> + <member name="alpha_antialiasing_mode" type="int" setter="set_alpha_antialiasing" getter="get_alpha_antialiasing" enum="BaseMaterial3D.AlphaAntiAliasing"> + The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]. + </member> + <member name="alpha_hash_scale" type="float" setter="set_alpha_hash_scale" getter="get_alpha_hash_scale"> + The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code]. + </member> <member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold"> Threshold at which the alpha scissor will discard values. </member> - <member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy"> - The strength of the anisotropy effect. + <member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0"> + The strength of the anisotropy effect. This is multiplied by [member anisotropy_flowmap]'s alpha channel if a texture is defined there and the texture contains an alpha channel. </member> <member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken. + If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections. + [b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken. + [b]Note:[/b] Material anisotropy should not to be confused with anisotropic texture filtering, which can be enabled by setting [member texture_filter] to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]. </member> <member name="anisotropy_flowmap" type="Texture2D" setter="set_texture" getter="get_texture"> - Texture that offsets the tangent map for anisotropy calculations. + Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion. + If present, the texture's alpha channel will be used to multiply the strength of the [member anisotropy] effect. Fully opaque pixels will keep the anisotropy effect's original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture's blue channel is ignored. </member> <member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture]. </member> - <member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect"> + <member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect" default="0.0"> Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic. </member> - <member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag"> + <member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture]. </member> <member name="ao_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture that defines the amount of ambient occlusion for a given point on the object. </member> - <member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel"> + <member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> - <member name="backlight" type="Color" setter="set_backlight" getter="get_backlight"> + <member name="backlight" type="Color" setter="set_backlight" getter="get_backlight" default="Color(0, 0, 0, 1)"> The color used by the backlight effect. Represents the light passing through an object. </member> <member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> @@ -118,29 +115,31 @@ Texture used to control the backlight effect per-pixel. Added to [member backlight]. </member> <member name="billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. + If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise, the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. </member> <member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> Controls how the object faces the camera. See [enum BillboardMode]. + [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details. </member> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> The material's blend mode. [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. </member> - <member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat"> + <member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat" default="1.0"> Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect. </member> <member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> 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"> + <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> <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. </member> <member name="cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="BaseMaterial3D.CullMode" default="0"> - Which side of the object is not drawn when backfaces are rendered. See [enum CullMode]. + Determines which side of the triangle to cull depending on whether the triangle faces towards or away from the camera. See [enum CullMode]. </member> <member name="depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="BaseMaterial3D.DepthDrawMode" default="0"> Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency]. @@ -148,7 +147,7 @@ <member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture"> Texture that specifies the color of the detail overlay. </member> - <member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode"> + <member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options. </member> <member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> @@ -161,7 +160,7 @@ Texture that specifies the per-pixel normal of the detail overlay. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> - <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV"> + <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0"> Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. </member> <member name="diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="BaseMaterial3D.DiffuseMode" default="0"> @@ -173,28 +172,30 @@ <member name="disable_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. </member> - <member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance"> - Distance at which the object fades fully and is no longer visible. + <member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance" default="10.0"> + Distance at which the object appears fully opaque. + [b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. </member> - <member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance"> - Distance at which the object starts to fade. If the object is less than this distance away it will appear normal. + <member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance" default="0.0"> + Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. + [b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. </member> <member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0"> Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. </member> - <member name="emission" type="Color" setter="set_emission" getter="get_emission"> + <member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color(0, 0, 0, 1)"> The emitted light's color. See [member emission_enabled]. </member> <member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting. + If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI] is used and this object is used in baked lighting. </member> - <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy"> + <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0"> The emitted light's strength. See [member emission_enabled]. </member> - <member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag"> + <member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag" default="false"> Use [code]UV2[/code] to read from the [member emission_texture]. </member> - <member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="BaseMaterial3D.EmissionOperator"> + <member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="BaseMaterial3D.EmissionOperator" default="0"> Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options. </member> <member name="emission_texture" type="Texture2D" setter="set_texture" getter="get_texture"> @@ -209,21 +210,23 @@ <member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0"> Grows object vertices in the direction of their normals. </member> - <member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled"> + <member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false"> </member> <member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], height mapping is enabled (also called "parallax mapping" or "depth mapping"). See also [member normal_enabled]. + [b]Note:[/b] Height mapping is not supported if triplanar mapping is used on the same material. The value of [member heightmap_enabled] will be ignored if [member uv1_triplanar] is enabled. </member> - <member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal"> + <member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal" default="false"> </member> - <member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent"> + <member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent" default="false"> </member> - <member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag"> + <member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag" default="false"> </member> <member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers"> </member> <member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers"> </member> - <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale"> + <member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale" default="0.05"> </member> <member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture"> </member> @@ -232,7 +235,7 @@ </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. - [b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. + [b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. </member> <member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to specify metallic for an object. This is multiplied by [member metallic]. @@ -246,11 +249,12 @@ <member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], normal mapping is enabled. </member> - <member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale"> + <member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale" default="1.0"> The strength of the normal map's effect. </member> <member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture"> - Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. + Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. + [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> @@ -267,7 +271,7 @@ <member name="point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0"> The point size in pixels. See [member use_point_size]. </member> - <member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance"> + <member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance" default="1.0"> Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. </member> <member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false"> @@ -276,25 +280,26 @@ <member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. </member> - <member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction"> + <member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction" default="0.05"> The strength of the refraction effect. </member> <member name="refraction_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. </member> - <member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel"> + <member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> - <member name="rim" type="float" setter="set_rim" getter="get_rim"> + <member name="rim" type="float" setter="set_rim" getter="get_rim" default="1.0"> Sets the strength of the rim lighting effect. </member> <member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object. + [b]Note:[/b] Rim lighting is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED]. </member> <member name="rim_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim]. </member> - <member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint"> + <member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint" default="0.5"> The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. </member> <member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0"> @@ -318,24 +323,22 @@ <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. </member> - <member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag"> + <member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. </member> - <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength"> + <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0"> The strength of the subsurface scattering effect. </member> <member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. </member> - <member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost"> + <member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0"> </member> - <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color"> + <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)"> </member> - <member name="subsurf_scatter_transmittance_curve" type="float" setter="set_transmittance_curve" getter="get_transmittance_curve"> + <member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1"> </member> - <member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth"> - </member> - <member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature"> + <member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> </member> <member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture"> </member> @@ -348,14 +351,16 @@ <member name="transparency" type="int" setter="set_transparency" getter="get_transparency" enum="BaseMaterial3D.Transparency" default="0"> If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. </member> + <member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false"> + </member> <member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], render point size can be changed. - [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. + [b]Note:[/b] This is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. </member> - <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3( 0, 0, 0 )"> + <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)"> How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. </member> - <member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )"> + <member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3(1, 1, 1)"> How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. </member> <member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> @@ -367,10 +372,10 @@ <member name="uv1_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar]. </member> - <member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )"> + <member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3(0, 0, 0)"> How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. </member> - <member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )"> + <member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3(1, 1, 1)"> How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. </member> <member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> @@ -483,10 +488,13 @@ <constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency"> The material will cut off all values below a threshold, the rest will remain opaque. </constant> - <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="3" enum="Transparency"> + <constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency"> + The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. + </constant> + <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency"> The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. </constant> - <constant name="TRANSPARENCY_MAX" value="4" enum="Transparency"> + <constant name="TRANSPARENCY_MAX" value="5" enum="Transparency"> Represents the size of the [enum Transparency] enum. </constant> <constant name="SHADING_MODE_UNSHADED" value="0" enum="ShadingMode"> @@ -552,6 +560,15 @@ <constant name="BLEND_MODE_MUL" value="3" enum="BlendMode"> The color of the object is multiplied by the background. </constant> + <constant name="ALPHA_ANTIALIASING_OFF" value="0" enum="AlphaAntiAliasing"> + Disables Alpha AntiAliasing for the material. + </constant> + <constant name="ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE" value="1" enum="AlphaAntiAliasing"> + Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask. + </constant> + <constant name="ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE" value="2" enum="AlphaAntiAliasing"> + Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask. + </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> Default depth draw mode. Depth is drawn only for opaque objects. </constant> @@ -562,10 +579,10 @@ No depth draw. </constant> <constant name="CULL_BACK" value="0" enum="CullMode"> - Default cull mode. The back of the object is culled when not visible. + Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible. </constant> <constant name="CULL_FRONT" value="1" enum="CullMode"> - The front of the object is culled when not visible. + Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes this means that the interior of the mesh will be drawn instead of the exterior. </constant> <constant name="CULL_DISABLED" value="2" enum="CullMode"> No culling is performed. @@ -627,7 +644,9 @@ <constant name="FLAG_SUBSURFACE_MODE_SKIN" value="18" enum="Flags"> Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin. </constant> - <constant name="FLAG_MAX" value="19" enum="Flags"> + <constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags"> + </constant> + <constant name="FLAG_MAX" value="20" enum="Flags"> Represents the size of the [enum Flags] enum. </constant> <constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode"> @@ -639,10 +658,7 @@ <constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode"> Extends Lambert to cover more than 90 degrees when roughness increases. </constant> - <constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode"> - Attempts to use roughness to emulate microsurfacing. - </constant> - <constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode"> + <constant name="DIFFUSE_TOON" value="3" enum="DiffuseMode"> Uses a hard cut for lighting, with smoothing affected by roughness. </constant> <constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode"> @@ -671,7 +687,7 @@ </constant> <constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode"> Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties. - The [member ParticlesMaterial.anim_speed] or [member CPUParticles3D.anim_speed] should also be set to a positive value for the animation to play. + The [member ParticlesMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play. </constant> <constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel"> Used to read from the red channel of a texture. |