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-rw-r--r--scene/resources/material.cpp700
1 files changed, 471 insertions, 229 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 6fb0c0468d..c1e30dd93c 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -31,6 +31,8 @@
#include "material.h"
#include "core/config/engine.h"
+#include "core/config/project_settings.h"
+#include "core/error/error_macros.h"
#include "core/version.h"
#include "scene/main/scene_tree.h"
#include "scene/scene_string_names.h"
@@ -71,12 +73,12 @@ RID Material::get_rid() const {
return material;
}
-void Material::_validate_property(PropertyInfo &property) const {
- if (!_can_do_next_pass() && property.name == "next_pass") {
- property.usage = PROPERTY_USAGE_NONE;
+void Material::_validate_property(PropertyInfo &p_property) const {
+ if (!_can_do_next_pass() && p_property.name == "next_pass") {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (!_can_use_render_priority() && property.name == "render_priority") {
- property.usage = PROPERTY_USAGE_NONE;
+ if (!_can_use_render_priority() && p_property.name == "render_priority") {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
@@ -84,10 +86,41 @@ void Material::inspect_native_shader_code() {
SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
RID shader = get_shader_rid();
if (st && shader.is_valid()) {
- st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader);
+ st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
}
}
+RID Material::get_shader_rid() const {
+ RID ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret)) {
+ return ret;
+ }
+ return RID();
+}
+Shader::Mode Material::get_shader_mode() const {
+ Shader::Mode ret;
+ if (GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret)) {
+ return ret;
+ }
+
+ return Shader::MODE_MAX;
+}
+
+bool Material::_can_do_next_pass() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_can_do_next_pass, ret)) {
+ return ret;
+ }
+ return false;
+}
+bool Material::_can_use_render_priority() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_can_use_render_priority, ret)) {
+ return ret;
+ }
+ return false;
+}
+
void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
@@ -103,6 +136,11 @@ void Material::_bind_methods() {
BIND_CONSTANT(RENDER_PRIORITY_MAX);
BIND_CONSTANT(RENDER_PRIORITY_MIN);
+
+ GDVIRTUAL_BIND(_get_shader_rid)
+ GDVIRTUAL_BIND(_get_shader_mode)
+ GDVIRTUAL_BIND(_can_do_next_pass)
+ GDVIRTUAL_BIND(_can_use_render_priority)
}
Material::Material() {
@@ -118,18 +156,9 @@ Material::~Material() {
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
- if (!pr) {
- String n = p_name;
- if (n.find("param/") == 0) { //backwards compatibility
- pr = n.substr(6, n.length());
- }
- if (n.find("shader_param/") == 0) { //backwards compatibility
- pr = n.replace_first("shader_param/", "");
- }
- }
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- set_shader_param(pr, p_value);
+ set_shader_parameter(pr, p_value);
return true;
}
}
@@ -139,24 +168,9 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
- if (!pr) {
- String n = p_name;
- if (n.find("param/") == 0) { //backwards compatibility
- pr = n.substr(6, n.length());
- }
- if (n.find("shader_param/") == 0) { //backwards compatibility
- pr = n.replace_first("shader_param/", "");
- }
- }
-
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- const Map<StringName, Variant>::Element *E = param_cache.find(pr);
- if (E) {
- r_ret = E->get();
- } else {
- r_ret = Variant();
- }
+ r_ret = get_shader_parameter(pr);
return true;
}
}
@@ -166,15 +180,111 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
if (!shader.is_null()) {
- shader->get_param_list(p_list);
+ List<PropertyInfo> list;
+ shader->get_shader_uniform_list(&list, true);
+
+ HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
+ {
+ HashMap<String, List<PropertyInfo>> none_subgroup;
+ none_subgroup.insert("<None>", List<PropertyInfo>());
+ groups.insert("<None>", none_subgroup);
+ }
+
+ String last_group = "<None>";
+ String last_subgroup = "<None>";
+
+ bool is_none_group_undefined = true;
+ bool is_none_group = true;
+
+ for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
+ if (E->get().usage == PROPERTY_USAGE_GROUP) {
+ if (!E->get().name.is_empty()) {
+ Vector<String> vgroup = E->get().name.split("::");
+ last_group = vgroup[0];
+ if (vgroup.size() > 1) {
+ last_subgroup = vgroup[1];
+ } else {
+ last_subgroup = "<None>";
+ }
+ is_none_group = false;
+
+ if (!groups.has(last_group)) {
+ PropertyInfo info;
+ info.usage = PROPERTY_USAGE_GROUP;
+ info.name = last_group.capitalize();
+ info.hint_string = "shader_parameter/";
+
+ List<PropertyInfo> none_subgroup;
+ none_subgroup.push_back(info);
+
+ HashMap<String, List<PropertyInfo>> subgroup_map;
+ subgroup_map.insert("<None>", none_subgroup);
+
+ groups.insert(last_group, subgroup_map);
+ }
+
+ if (!groups[last_group].has(last_subgroup)) {
+ PropertyInfo info;
+ info.usage = PROPERTY_USAGE_SUBGROUP;
+ info.name = last_subgroup.capitalize();
+ info.hint_string = "shader_parameter/";
+
+ List<PropertyInfo> subgroup;
+ subgroup.push_back(info);
+
+ groups[last_group].insert(last_subgroup, subgroup);
+ }
+ } else {
+ last_group = "<None>";
+ last_subgroup = "<None>";
+ is_none_group = true;
+ }
+ continue; // Pass group.
+ }
+
+ if (is_none_group_undefined && is_none_group) {
+ is_none_group_undefined = false;
+
+ PropertyInfo info;
+ info.usage = PROPERTY_USAGE_GROUP;
+ info.name = "Shader Parameters";
+ info.hint_string = "shader_parameter/";
+ groups["<None>"]["<None>"].push_back(info);
+ }
+
+ PropertyInfo info = E->get();
+ info.name = "shader_parameter/" + info.name;
+ groups[last_group][last_subgroup].push_back(info);
+ }
+
+ List<String> group_names;
+ for (HashMap<String, HashMap<String, List<PropertyInfo>>>::Iterator group = groups.begin(); group; ++group) {
+ group_names.push_back(group->key);
+ }
+ group_names.sort();
+
+ for (const String &group_name : group_names) {
+ List<String> subgroup_names;
+ HashMap<String, List<PropertyInfo>> &subgroups = groups[group_name];
+ for (HashMap<String, List<PropertyInfo>>::Iterator subgroup = subgroups.begin(); subgroup; ++subgroup) {
+ subgroup_names.push_back(subgroup->key);
+ }
+ subgroup_names.sort();
+ for (const String &subgroup_name : subgroup_names) {
+ List<PropertyInfo> &prop_infos = subgroups[subgroup_name];
+ for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
+ p_list->push_back(item->get());
+ }
+ }
+ }
}
}
-bool ShaderMaterial::property_can_revert(const String &p_name) {
+bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
+ Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pr);
Variant current_value;
_get(p_name, current_value);
return default_value.get_type() != Variant::NIL && default_value != current_value;
@@ -183,15 +293,15 @@ bool ShaderMaterial::property_can_revert(const String &p_name) {
return false;
}
-Variant ShaderMaterial::property_get_revert(const String &p_name) {
- Variant r_ret;
+bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
+ r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pr);
+ return true;
}
}
- return r_ret;
+ return false;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
@@ -222,7 +332,7 @@ Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
-void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
+void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
param_cache.erase(p_param);
RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
@@ -242,7 +352,7 @@ void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &
}
}
-Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
+Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {
if (param_cache.has(p_param)) {
return param_cache[p_param];
} else {
@@ -257,22 +367,20 @@ void ShaderMaterial::_shader_changed() {
void ShaderMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
- ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
- ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
- ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
- ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
+ ClassDB::bind_method(D_METHOD("set_shader_parameter", "param", "value"), &ShaderMaterial::set_shader_parameter);
+ ClassDB::bind_method(D_METHOD("get_shader_parameter", "param"), &ShaderMaterial::get_shader_parameter);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
String f = p_function.operator String();
- if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
+ if ((f == "get_shader_parameter" || f == "set_shader_parameter") && p_idx == 0) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
- shader->get_param_list(&pl);
+ shader->get_shader_uniform_list(&pl);
for (const PropertyInfo &E : pl) {
- r_options->push_back(E.name.replace_first("shader_param/", "").quote());
+ r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
}
}
}
@@ -312,7 +420,7 @@ ShaderMaterial::~ShaderMaterial() {
Mutex BaseMaterial3D::material_mutex;
SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = nullptr;
-Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map;
+HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
void BaseMaterial3D::init_shaders() {
@@ -359,6 +467,9 @@ void BaseMaterial3D::init_shaders() {
shader_names->distance_fade_min = "distance_fade_min";
shader_names->distance_fade_max = "distance_fade_max";
+ shader_names->msdf_pixel_range = "msdf_pixel_range";
+ shader_names->msdf_outline_size = "msdf_outline_size";
+
shader_names->metallic_texture_channel = "metallic_texture_channel";
shader_names->ao_texture_channel = "ao_texture_channel";
shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
@@ -396,12 +507,10 @@ void BaseMaterial3D::init_shaders() {
shader_names->albedo_texture_size = "albedo_texture_size";
}
-Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D];
+HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
void BaseMaterial3D::finish_shaders() {
- for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
- materials_for_2d[i].unref();
- }
+ materials_for_2d.clear();
memdelete(dirty_materials);
dirty_materials = nullptr;
@@ -435,24 +544,33 @@ void BaseMaterial3D::_update_shader() {
}
String texfilter_str;
+ // Force linear filtering for the heightmap texture, as the heightmap effect
+ // looks broken with nearest-neighbor filtering (with and without Deep Parallax).
+ String texfilter_height_str;
switch (texture_filter) {
case TEXTURE_FILTER_NEAREST:
texfilter_str = "filter_nearest";
+ texfilter_height_str = "filter_linear";
break;
case TEXTURE_FILTER_LINEAR:
texfilter_str = "filter_linear";
+ texfilter_height_str = "filter_linear";
break;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
texfilter_str = "filter_nearest_mipmap";
+ texfilter_height_str = "filter_linear_mipmap";
break;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
texfilter_str = "filter_linear_mipmap";
+ texfilter_height_str = "filter_linear_mipmap";
break;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
texfilter_str = "filter_nearest_mipmap_anisotropic";
+ texfilter_height_str = "filter_linear_mipmap_anisotropic";
break;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
texfilter_str = "filter_linear_mipmap_anisotropic";
+ texfilter_height_str = "filter_linear_mipmap_anisotropic";
break;
case TEXTURE_FILTER_MAX:
break; // Internal value, skip.
@@ -460,8 +578,10 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_USE_TEXTURE_REPEAT]) {
texfilter_str += ",repeat_enable";
+ texfilter_height_str += ",repeat_enable";
} else {
texfilter_str += ",repeat_disable";
+ texfilter_height_str += ",repeat_disable";
}
//must create a shader!
@@ -594,8 +714,8 @@ void BaseMaterial3D::_update_shader() {
code += ";\n";
- code += "uniform vec4 albedo : hint_color;\n";
- code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n";
+ code += "uniform vec4 albedo : source_color;\n";
+ code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
if (grow_enabled) {
code += "uniform float grow;\n";
}
@@ -608,6 +728,11 @@ void BaseMaterial3D::_update_shader() {
code += "uniform float distance_fade_max;\n";
}
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ code += "uniform float msdf_pixel_range;\n";
+ code += "uniform float msdf_outline_size;\n";
+ }
+
// alpha scissor is only valid if there is not antialiasing edge
// alpha hash is valid whenever, but not with alpha scissor
if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
@@ -627,7 +752,7 @@ void BaseMaterial3D::_update_shader() {
//TODO ALL HINTS
if (!orm) {
code += "uniform float roughness : hint_range(0,1);\n";
- code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
code += "uniform vec4 metallic_texture_channel;\n";
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
@@ -662,8 +787,8 @@ void BaseMaterial3D::_update_shader() {
}
if (features[FEATURE_EMISSION]) {
- code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n";
- code += "uniform vec4 emission : hint_color;\n";
+ code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
+ code += "uniform vec4 emission : source_color;\n";
code += "uniform float emission_energy;\n";
}
@@ -680,48 +805,48 @@ void BaseMaterial3D::_update_shader() {
if (features[FEATURE_RIM]) {
code += "uniform float rim : hint_range(0,1);\n";
code += "uniform float rim_tint : hint_range(0,1);\n";
- code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
}
if (features[FEATURE_CLEARCOAT]) {
code += "uniform float clearcoat : 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";
+ code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
}
if (features[FEATURE_ANISOTROPY]) {
code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
- code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
code += "uniform vec4 ao_texture_channel;\n";
code += "uniform float ao_light_affect;\n";
}
if (features[FEATURE_DETAIL]) {
- code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
- code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
- code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
- code += "uniform vec4 transmittance_color : hint_color;\n";
+ code += "uniform vec4 transmittance_color : source_color;\n";
code += "uniform float transmittance_depth;\n";
- code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
code += "uniform float transmittance_boost;\n";
}
if (features[FEATURE_BACKLIGHT]) {
- code += "uniform vec4 backlight : hint_color;\n";
- code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n";
+ code += "uniform vec4 backlight : source_color;\n";
+ code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
}
if (features[FEATURE_HEIGHT_MAPPING]) {
- code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
code += "uniform float heightmap_scale;\n";
code += "uniform int heightmap_min_layers;\n";
code += "uniform int heightmap_max_layers;\n";
@@ -773,26 +898,30 @@ void BaseMaterial3D::_update_shader() {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
- code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
+ code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_FIXED_Y: {
- code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
+ code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_PARTICLES: {
//make billboard
- code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
+ code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]),normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
//rotate by rotation
- code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
//set modelview
- code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
+ code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
+ //set modelview normal
+ code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
//handle animation
code += " float h_frames = float(particles_anim_h_frames);\n";
@@ -803,7 +932,7 @@ void BaseMaterial3D::_update_shader() {
code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += " } else {\n";
code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
- code += " }";
+ code += " }\n";
code += " UV /= vec2(h_frames, v_frames);\n";
code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
} break;
@@ -847,8 +976,8 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
- code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
- code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
+ code += " uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
+ code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
} else {
code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
@@ -859,8 +988,8 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
- code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
- code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
+ code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
+ code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
} else {
code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
@@ -875,6 +1004,12 @@ void BaseMaterial3D::_update_shader() {
code += "}\n";
code += "\n\n";
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ code += "float msdf_median(float r, float g, float b, float a) {\n";
+ code += " return min(max(min(r, g), min(max(r, g), b)), a);\n";
+ code += "}\n";
+ }
+ code += "\n\n";
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
code += " vec4 samp=vec4(0.0);\n";
@@ -917,7 +1052,8 @@ void BaseMaterial3D::_update_shader() {
code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
code += " float layer_depth = 1.0 / num_layers;\n";
code += " float current_layer_depth = 0.0;\n";
- code += " vec2 P = view_dir.xy * heightmap_scale;\n";
+ // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
+ code += " vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
code += " vec2 delta = P / num_layers;\n";
code += " vec2 ofs = base_uv;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
@@ -953,7 +1089,8 @@ void BaseMaterial3D::_update_shader() {
}
// Use offset limiting to improve the appearance of non-deep parallax.
// This reduces the impression of depth, but avoids visible warping in the distance.
- code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale;\n";
+ // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
+ code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
}
code += " base_uv=ofs;\n";
@@ -974,7 +1111,30 @@ void BaseMaterial3D::_update_shader() {
}
}
- if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ code += " {\n";
+ code += " albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n";
+ code += " vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n";
+ if (flags[FLAG_USE_POINT_SIZE]) {
+ code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
+ } else {
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n";
+ } else {
+ code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
+ }
+ }
+ code += " float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n";
+ code += " float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
+ code += " if (msdf_outline_size > 0.0) {\n";
+ code += " float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
+ code += " albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
+ code += " } else {\n";
+ code += " albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
+ code += " }\n";
+ code += " albedo_tex.rgb = vec3(1.0);\n";
+ code += " }\n";
+ } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
}
@@ -1103,38 +1263,21 @@ void BaseMaterial3D::_update_shader() {
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " {\n";
+
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+ code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
} else {
- code += " float fade_distance=-VERTEX.z;\n";
+ code += " float fade_distance = -VERTEX.z;\n";
}
+ // Use interleaved gradient noise, which is fast but still looks good.
+ code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
+ code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
+ // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
+ code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
+ code += " discard;\n";
+ code += " }\n";
- code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
- code += " int x = int(FRAGCOORD.x) % 4;\n";
- code += " int y = int(FRAGCOORD.y) % 4;\n";
- code += " int index = x + y * 4;\n";
- code += " float limit = 0.0;\n\n";
- code += " if (x < 8) {\n";
- code += " if (index == 0) limit = 0.0625;\n";
- code += " if (index == 1) limit = 0.5625;\n";
- code += " if (index == 2) limit = 0.1875;\n";
- code += " if (index == 3) limit = 0.6875;\n";
- code += " if (index == 4) limit = 0.8125;\n";
- code += " if (index == 5) limit = 0.3125;\n";
- code += " if (index == 6) limit = 0.9375;\n";
- code += " if (index == 7) limit = 0.4375;\n";
- code += " if (index == 8) limit = 0.25;\n";
- code += " if (index == 9) limit = 0.75;\n";
- code += " if (index == 10) limit = 0.125;\n";
- code += " if (index == 11) limit = 0.625;\n";
- code += " if (index == 12) limit = 1.0;\n";
- code += " if (index == 13) limit = 0.5;\n";
- code += " if (index == 14) limit = 0.875;\n";
- code += " if (index == 15) limit = 0.375;\n";
- code += " }\n\n";
- code += " if (fade < limit)\n";
- code += " discard;\n";
code += " }\n\n";
}
@@ -1348,13 +1491,27 @@ Color BaseMaterial3D::get_emission() const {
return emission;
}
-void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
- emission_energy = p_emission_energy;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
+void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
+ emission_energy_multiplier = p_emission_energy_multiplier;
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
+ }
+}
+
+float BaseMaterial3D::get_emission_energy_multiplier() const {
+ return emission_energy_multiplier;
+}
+
+void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
+ ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
+ emission_intensity = p_emission_intensity;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
-float BaseMaterial3D::get_emission_energy() const {
- return emission_energy;
+float BaseMaterial3D::get_emission_intensity() const {
+ return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
@@ -1620,12 +1777,21 @@ void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
}
flags[p_flag] = p_enabled;
- if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN || p_flag == FLAG_USE_POINT_SIZE) {
+
+ if (
+ p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
+ p_flag == FLAG_USE_TEXTURE_REPEAT ||
+ p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
+ p_flag == FLAG_USE_POINT_SIZE ||
+ p_flag == FLAG_UV1_USE_TRIPLANAR ||
+ p_flag == FLAG_UV2_USE_TRIPLANAR) {
notify_property_list_changed();
}
+
if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
update_configuration_warning();
}
+
_queue_shader_change();
}
@@ -1702,47 +1868,65 @@ void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &proper
}
}
-void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
- _validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
- _validate_feature("emission", FEATURE_EMISSION, property);
- _validate_feature("rim", FEATURE_RIM, property);
- _validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
- _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
- _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
- _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
- _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property);
- _validate_feature("backlight", FEATURE_BACKLIGHT, property);
- _validate_feature("refraction", FEATURE_REFRACTION, property);
- _validate_feature("detail", FEATURE_DETAIL, property);
+void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
+ _validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
+ _validate_feature("emission", FEATURE_EMISSION, p_property);
+ _validate_feature("rim", FEATURE_RIM, p_property);
+ _validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
+ _validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
+ _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
+ _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
+ _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
+ _validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
+ _validate_feature("refraction", FEATURE_REFRACTION, p_property);
+ _validate_feature("detail", FEATURE_DETAIL, p_property);
- _validate_high_end("refraction", property);
- _validate_high_end("subsurf_scatter", property);
- _validate_high_end("anisotropy", property);
- _validate_high_end("clearcoat", property);
- _validate_high_end("heightmap", property);
+ _validate_high_end("refraction", p_property);
+ _validate_high_end("subsurf_scatter", p_property);
+ _validate_high_end("heightmap", p_property);
- if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "grow_amount" && !grow_enabled) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "grow_amount" && !grow_enabled) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
// you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
@@ -1751,96 +1935,96 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
// alpha scissor slider isn't needed when alpha antialiasing is enabled
- if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
// alpha hash scale slider is only needed if transparency is alpha hash
- if (property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "alpha_antialiasing_mode" && !can_select_aa) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
// we can't choose an antialiasing mode if alpha isn't possible
- if (property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "blend_mode" && alpha_aa_enabled) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "blend_mode" && alpha_aa_enabled) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
- property.usage = PROPERTY_USAGE_NONE;
+ if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
if (orm) {
- if (property.name == "shading_mode") {
+ if (p_property.name == "shading_mode") {
// Vertex not supported in ORM mode, since no individual roughness.
- property.hint_string = "Unshaded,Per-Pixel";
+ p_property.hint_string = "Unshaded,Per-Pixel";
}
- if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
} else {
- if (property.name == "orm_texture") {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "orm_texture") {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
if (shading_mode != SHADING_MODE_PER_PIXEL) {
if (shading_mode != SHADING_MODE_PER_VERTEX) {
//these may still work per vertex
- if (property.name.begins_with("ao")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("ao")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("emission")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("emission")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("metallic")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("metallic")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("rim")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("rim")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("roughness")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("roughness")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("subsurf_scatter")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("subsurf_scatter")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
//these definitely only need per pixel
- if (property.name.begins_with("anisotropy")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("anisotropy")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("clearcoat")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("clearcoat")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("normal")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("normal")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("backlight")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("backlight")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("transmittance")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("transmittance")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
}
@@ -1873,8 +2057,9 @@ Vector3 BaseMaterial3D::get_uv1_offset() const {
}
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
- uv1_triplanar_sharpness = p_sharpness;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
+ // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
+ uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
@@ -1900,8 +2085,9 @@ Vector3 BaseMaterial3D::get_uv2_offset() const {
}
void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
- uv2_triplanar_sharpness = p_sharpness;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
+ // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
+ uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
@@ -2089,35 +2275,45 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel()
return refraction_texture_channel;
}
-Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, RID *r_shader_rid) {
- int version = 0;
+Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, RID *r_shader_rid) {
+ int64_t hash = 0;
if (p_shaded) {
- version = 1;
+ hash |= 1 << 0;
}
if (p_transparent) {
- version |= 2;
+ hash |= 1 << 1;
}
if (p_cut_alpha) {
- version |= 4;
+ hash |= 1 << 2;
}
if (p_opaque_prepass) {
- version |= 8;
+ hash |= 1 << 3;
}
if (p_double_sided) {
- version |= 16;
+ hash |= 1 << 4;
}
if (p_billboard) {
- version |= 32;
+ hash |= 1 << 5;
}
if (p_billboard_y) {
- version |= 64;
+ hash |= 1 << 6;
}
+ if (p_msdf) {
+ hash |= 1 << 7;
+ }
+ if (p_no_depth) {
+ hash |= 1 << 8;
+ }
+ if (p_fixed_size) {
+ hash |= 1 << 9;
+ }
+ hash = hash_murmur3_one_64(p_filter, hash);
- if (materials_for_2d[version].is_valid()) {
+ if (materials_for_2d.has(hash)) {
if (r_shader_rid) {
- *r_shader_rid = materials_for_2d[version]->get_shader_rid();
+ *r_shader_rid = materials_for_2d[hash]->get_shader_rid();
}
- return materials_for_2d[version];
+ return materials_for_2d[hash];
}
Ref<StandardMaterial3D> material;
@@ -2128,18 +2324,22 @@ Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transpar
material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
+ material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
+ material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
+ material->set_texture_filter(p_filter);
if (p_billboard || p_billboard_y) {
material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
}
- materials_for_2d[version] = material;
+ materials_for_2d[hash] = material;
if (r_shader_rid) {
- *r_shader_rid = materials_for_2d[version]->get_shader_rid();
+ *r_shader_rid = materials_for_2d[hash]->get_shader_rid();
}
- return materials_for_2d[version];
+ return materials_for_2d[hash];
}
void BaseMaterial3D::set_on_top_of_alpha() {
@@ -2167,6 +2367,24 @@ float BaseMaterial3D::get_proximity_fade_distance() const {
return proximity_fade_distance;
}
+void BaseMaterial3D::set_msdf_pixel_range(float p_range) {
+ msdf_pixel_range = p_range;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
+}
+
+float BaseMaterial3D::get_msdf_pixel_range() const {
+ return msdf_pixel_range;
+}
+
+void BaseMaterial3D::set_msdf_outline_size(float p_size) {
+ msdf_outline_size = p_size;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
+}
+
+float BaseMaterial3D::get_msdf_outline_size() const {
+ return msdf_outline_size;
+}
+
void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
distance_fade = p_mode;
_queue_shader_change();
@@ -2250,8 +2468,11 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
- ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy);
- ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy);
+ ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
+ ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
+
+ ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
+ ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
@@ -2409,6 +2630,12 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
+ ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range);
+ ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range);
+
+ ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size);
+ ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size);
+
ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
@@ -2420,7 +2647,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Transparency", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
@@ -2442,7 +2669,8 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Albedo", "albedo_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF);
ADD_GROUP("ORM", "orm_");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
@@ -2461,12 +2689,14 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Emission", "emission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy_multiplier", "get_emission_energy_multiplier");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_intensity", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:nt"), "set_emission_intensity", "get_emission_intensity");
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
- ADD_GROUP("NormalMap", "normal_");
+ ADD_GROUP("Normal Map", "normal_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
@@ -2506,7 +2736,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
- ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
+ ADD_GROUP("Subsurface Scattering", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
@@ -2539,14 +2769,14 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
ADD_GROUP("UV1", "uv1_");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale", PROPERTY_HINT_LINK), "set_uv1_scale", "get_uv1_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
ADD_GROUP("UV2", "uv2_");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale", PROPERTY_HINT_LINK), "set_uv2_scale", "get_uv2_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
@@ -2571,19 +2801,22 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Grow", "grow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001,suffix:m"), "set_grow", "get_grow");
ADD_GROUP("Transform", "");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
ADD_GROUP("Proximity Fade", "proximity_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
+ ADD_GROUP("MSDF", "msdf_");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "1,250,1"), "set_msdf_outline_size", "get_msdf_outline_size");
ADD_GROUP("Distance Fade", "distance_fade_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
@@ -2679,6 +2912,7 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
+ BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
@@ -2719,14 +2953,14 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_roughness(1.0);
set_metallic(0.0);
set_emission(Color(0, 0, 0));
- set_emission_energy(1.0);
+ set_emission_energy_multiplier(1.0);
set_normal_scale(1);
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
set_clearcoat_roughness(0.5);
set_anisotropy(0);
- set_heightmap_scale(0.05);
+ set_heightmap_scale(5.0);
set_subsurface_scattering_strength(0);
set_backlight(Color(0, 0, 0));
set_transmittance_color(Color(1, 1, 1, 1));
@@ -2747,7 +2981,9 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_transparency(TRANSPARENCY_DISABLED);
set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
- set_alpha_scissor_threshold(0.05);
+ // Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default.
+ // <https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphacutoff>
+ set_alpha_scissor_threshold(0.5);
set_alpha_hash_scale(1.0);
set_alpha_antialiasing_edge(0.3);
@@ -2768,6 +3004,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_heightmap_deep_parallax_max_layers(32);
set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
+ flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
flags[FLAG_USE_TEXTURE_REPEAT] = true;
is_initialized = true;
@@ -2844,7 +3081,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
{ "flags_no_depth_test", "no_depth_test" },
{ "flags_use_point_size", "use_point_size" },
{ "flags_fixed_size", "fixed_Size" },
- { "flags_albedo_tex_force_srg", "albedo_tex_force_srgb" },
+ { "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" },
{ "flags_do_not_receive_shadows", "disable_receive_shadows" },
{ "flags_disable_ambient_light", "disable_ambient_light" },
{ "params_diffuse_mode", "diffuse_mode" },
@@ -2869,6 +3106,8 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
{ "depth_flip_binormal", "heightmap_flip_binormal" },
{ "depth_texture", "heightmap_texture" },
+ { "emission_energy", "emission_energy_multiplier" },
+
{ nullptr, nullptr },
};
@@ -2887,4 +3126,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
return false;
}
+
#endif // DISABLE_DEPRECATED
+
+///////////////////////