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-rw-r--r--scene/resources/material.cpp318
1 files changed, 274 insertions, 44 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 77563121df..12434b39fa 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -48,22 +48,49 @@ Ref<Material> Material::get_next_pass() const {
return next_pass;
}
+void Material::set_render_priority(int p_priority) {
+
+ ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
+ ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
+ render_priority = p_priority;
+ VS::get_singleton()->material_set_render_priority(material, p_priority);
+}
+
+int Material::get_render_priority() const {
+
+ return render_priority;
+}
+
RID Material::get_rid() const {
return material;
}
+void Material::_validate_property(PropertyInfo &property) const {
+
+ if (!_can_do_next_pass() && property.name == "next_pass") {
+ property.usage = 0;
+ }
+}
void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
+ ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
+ ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
+
+ BIND_CONSTANT(RENDER_PRIORITY_MAX);
+ BIND_CONSTANT(RENDER_PRIORITY_MIN);
}
Material::Material() {
material = VisualServer::get_singleton()->material_create();
+ render_priority = 0;
}
Material::~Material() {
@@ -183,6 +210,11 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id
Resource::get_argument_options(p_function, p_idx, r_options);
}
+bool ShaderMaterial::_can_do_next_pass() const {
+
+ return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
+}
+
ShaderMaterial::ShaderMaterial() {
}
@@ -218,6 +250,7 @@ void SpatialMaterial::init_shaders() {
shader_names->anisotropy = "anisotropy_ratio";
shader_names->depth_scale = "depth_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
+ shader_names->transmission = "transmission";
shader_names->refraction = "refraction";
shader_names->point_size = "point_size";
shader_names->uv1_scale = "uv1_scale";
@@ -227,14 +260,20 @@ void SpatialMaterial::init_shaders() {
shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
- shader_names->particle_h_frames = "particle_h_frames";
- shader_names->particle_v_frames = "particle_v_frames";
+ shader_names->particles_anim_h_frames = "particles_anim_h_frames";
+ shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
shader_names->depth_min_layers = "depth_min_layers";
shader_names->depth_max_layers = "depth_max_layers";
shader_names->grow = "grow";
+ shader_names->ao_light_affect = "ao_light_affect";
+
+ shader_names->proximity_fade_distance = "proximity_fade_distance";
+ shader_names->distance_fade_min = "distance_fade_min";
+ shader_names->distance_fade_max = "distance_fade_max";
+
shader_names->metallic_texture_channel = "metallic_texture_channel";
shader_names->roughness_texture_channel = "roughness_texture_channel";
shader_names->ao_texture_channel = "ao_texture_channel";
@@ -255,6 +294,7 @@ void SpatialMaterial::init_shaders() {
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
+ shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission";
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
@@ -330,10 +370,10 @@ void SpatialMaterial::_update_shader() {
case CULL_DISABLED: code += ",cull_disabled"; break;
}
switch (diffuse_mode) {
+ case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break;
- case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break;
+ case DIFFUSE_LAMBERT_WRAP: code += ",diffuse_lambert_wrap"; break;
case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break;
- case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
case DIFFUSE_TOON: code += ",diffuse_toon"; break;
}
switch (specular_mode) {
@@ -347,14 +387,14 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_UNSHADED]) {
code += ",unshaded";
}
- if (flags[FLAG_ONTOP]) {
- code += ",ontop";
+ if (flags[FLAG_DISABLE_DEPTH_TEST]) {
+ code += ",depth_test_disable";
}
if (flags[FLAG_USE_VERTEX_LIGHTING]) {
code += ",vertex_lighting";
}
- if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
+ if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
code += ",world_vertex_coords";
}
code += ";\n";
@@ -367,6 +407,14 @@ void SpatialMaterial::_update_shader() {
code += "uniform float grow;\n";
}
+ if (proximity_fade_enabled) {
+ code += "uniform float proximity_fade_distance;\n";
+ }
+ if (distance_fade_enabled) {
+ code += "uniform float distance_fade_min;\n";
+ code += "uniform float distance_fade_max;\n";
+ }
+
if (flags[FLAG_USE_ALPHA_SCISSOR]) {
code += "uniform float alpha_scissor_threshold;\n";
}
@@ -416,6 +464,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
code += "uniform vec4 ao_texture_channel;\n";
+ code += "uniform float ao_light_affect;\n";
}
if (features[FEATURE_DETAIL]) {
@@ -430,6 +479,12 @@ void SpatialMaterial::_update_shader() {
code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
}
+ if (features[FEATURE_TRANSMISSION]) {
+
+ code += "uniform vec4 transmission : hint_color;\n";
+ code += "uniform sampler2D texture_transmission : hint_black;\n";
+ }
+
if (features[FEATURE_DEPTH_MAPPING]) {
code += "uniform sampler2D texture_depth : hint_black;\n";
code += "uniform float depth_scale;\n";
@@ -437,10 +492,10 @@ void SpatialMaterial::_update_shader() {
code += "uniform int depth_max_layers;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "varying vec3 uv1_world_pos;\n";
+ code += "varying vec3 uv1_triplanar_pos;\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "varying vec3 uv2_world_pos;\n";
+ code += "varying vec3 uv2_triplanar_pos;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "uniform float uv1_blend_sharpness;\n";
@@ -503,8 +558,8 @@ void SpatialMaterial::_update_shader() {
code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n";
code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
- //code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
- //code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n";
+ code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
+ code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n";
//handle rotation
// code += "\tmat4 rotation = mat4("
} break;
@@ -530,7 +585,7 @@ void SpatialMaterial::_update_shader() {
}
if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tUV2=UV2*uv2_scale+uv2_offset;\n";
+ code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
//generate tangent and binormal in world space
@@ -549,16 +604,16 @@ void SpatialMaterial::_update_shader() {
code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
- code += "\tuv1_world_pos = VERTEX * uv1_scale + uv1_offset;\n";
- code += "\tuv1_world_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
+ code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
- code += "\tuv2_world_pos = VERTEX * uv2_scale + uv2_offset;\n";
- code += "\tuv2_world_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
+ code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (grow_enabled) {
@@ -568,11 +623,11 @@ void SpatialMaterial::_update_shader() {
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_world_pos) {\n";
+ code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
code += "\tvec4 samp=vec4(0.0);\n";
- code += "\tsamp+= texture(p_sampler,p_world_pos.xy) * p_weights.z;\n";
- code += "\tsamp+= texture(p_sampler,p_world_pos.xz) * p_weights.y;\n";
- code += "\tsamp+= texture(p_sampler,p_world_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
+ code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
+ code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
+ code += "\tsamp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
code += "\treturn samp;\n";
code += "}\n";
}
@@ -628,7 +683,7 @@ void SpatialMaterial::_update_shader() {
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_world_pos);\n";
+ code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
}
@@ -640,13 +695,13 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_world_pos),metallic_texture_channel);\n";
+ code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
} else {
code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
}
code += "\tMETALLIC = metallic_tex * metallic;\n";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_world_pos),roughness_texture_channel);\n";
+ code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
} else {
code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
}
@@ -655,7 +710,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_world_pos).rgb;\n";
+ code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
}
@@ -664,7 +719,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_EMISSION]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_world_pos).rgb;\n";
+ code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
}
@@ -685,13 +740,24 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO *= 1.0 - ref_amount;\n";
code += "\tALPHA = 1.0;\n";
- } else if (features[FEATURE_TRANSPARENT] || features[FLAG_USE_ALPHA_SCISSOR]) {
+ } else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || distance_fade_enabled || proximity_fade_enabled) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
+ if (proximity_fade_enabled) {
+ code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
+ code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
+ code += "\tworld_pos.xyz/=world_pos.w;\n";
+ code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
+ }
+
+ if (distance_fade_enabled) {
+ code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ }
+
if (features[FEATURE_RIM]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_world_pos).xy;\n";
+ code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
} else {
code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
}
@@ -701,7 +767,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_CLEARCOAT]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_world_pos).xy;\n";
+ code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
} else {
code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
@@ -711,7 +777,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_ANISOTROPY]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_world_pos).rga;\n";
+ code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
} else {
code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
}
@@ -722,37 +788,48 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_AMBIENT_OCCLUSION]) {
if (flags[FLAG_AO_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_world_pos),ao_texture_channel);\n";
+ code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
} else {
code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_world_pos),ao_texture_channel);\n";
+ code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
} else {
code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
}
}
+
+ code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_world_pos).r;\n";
+ code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
} else {
code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
}
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
}
+ if (features[FEATURE_TRANSMISSION]) {
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\tvec3 transmission_tex = triplanar_texture(texture_transmission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ } else {
+ code += "\tvec3 transmission_tex = texture(texture_transmission,base_uv).rgb;\n";
+ }
+ code += "\tTRANSMISSION = (transmission.rgb+transmission_tex);\n";
+ }
+
if (features[FEATURE_DETAIL]) {
bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
if (triplanar) {
String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
- code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n";
- code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_world_pos);\n";
+ code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
+ code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
} else {
String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
@@ -785,10 +862,10 @@ void SpatialMaterial::_update_shader() {
code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
+ }
- if (flags[FLAG_USE_ALPHA_SCISSOR]) {
- code += "\tALPHA_SCISSOR=alpha_scissor_threshold;\n";
- }
+ if (flags[FLAG_USE_ALPHA_SCISSOR]) {
+ code += "\tALPHA_SCISSOR=alpha_scissor_threshold;\n";
}
code += "}\n";
@@ -940,6 +1017,16 @@ float SpatialMaterial::get_rim_tint() const {
return rim_tint;
}
+void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
+
+ ao_light_affect = p_ao_light_affect;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
+}
+float SpatialMaterial::get_ao_light_affect() const {
+
+ return ao_light_affect;
+}
+
void SpatialMaterial::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
@@ -994,6 +1081,17 @@ float SpatialMaterial::get_subsurface_scattering_strength() const {
return subsurface_scattering_strength;
}
+void SpatialMaterial::set_transmission(const Color &p_transmission) {
+
+ transmission = p_transmission;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
+}
+
+Color SpatialMaterial::get_transmission() const {
+
+ return transmission;
+}
+
void SpatialMaterial::set_refraction(float p_refraction) {
refraction = p_refraction;
@@ -1144,6 +1242,15 @@ Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
return textures[p_param];
}
+Ref<Texture> SpatialMaterial::get_texture_by_name(StringName p_name) const {
+ for (int i = 0; i < (int)SpatialMaterial::TEXTURE_MAX; i++) {
+ TextureParam param = TextureParam(i);
+ if (p_name == shader_names->texture_names[param])
+ return textures[param];
+ }
+ return Ref<Texture>();
+}
+
void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = 0;
@@ -1159,6 +1266,7 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
_validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
+ _validate_feature("transmission", FEATURE_TRANSMISSION, property);
_validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property);
@@ -1170,6 +1278,14 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
property.usage = 0;
}
+ if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
+ property.usage = 0;
+ }
+
+ if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && !distance_fade_enabled) {
+ property.usage = 0;
+ }
+
if (property.name == "params_alpha_scissor_threshold" && !flags[FLAG_USE_ALPHA_SCISSOR]) {
property.usage = 0;
}
@@ -1281,7 +1397,7 @@ SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_h_frames, p_frames);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int SpatialMaterial::get_particles_anim_h_frames() const {
@@ -1291,7 +1407,7 @@ int SpatialMaterial::get_particles_anim_h_frames() const {
void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_v_frames, p_frames);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int SpatialMaterial::get_particles_anim_v_frames() const {
@@ -1459,6 +1575,72 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
return materials_for_2d[version]->get_rid();
}
+void SpatialMaterial::set_on_top_of_alpha() {
+ set_feature(FEATURE_TRANSPARENT, true);
+ set_render_priority(RENDER_PRIORITY_MAX);
+ set_flag(FLAG_DISABLE_DEPTH_TEST, true);
+}
+
+void SpatialMaterial::set_proximity_fade(bool p_enable) {
+
+ proximity_fade_enabled = p_enable;
+ _queue_shader_change();
+ _change_notify();
+}
+
+bool SpatialMaterial::is_proximity_fade_enabled() const {
+
+ return proximity_fade_enabled;
+}
+
+void SpatialMaterial::set_proximity_fade_distance(float p_distance) {
+
+ proximity_fade_distance = p_distance;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
+}
+float SpatialMaterial::get_proximity_fade_distance() const {
+
+ return proximity_fade_distance;
+}
+
+void SpatialMaterial::set_distance_fade(bool p_enable) {
+
+ distance_fade_enabled = p_enable;
+ _queue_shader_change();
+ _change_notify();
+}
+bool SpatialMaterial::is_distance_fade_enabled() const {
+
+ return distance_fade_enabled;
+}
+
+void SpatialMaterial::set_distance_fade_max_distance(float p_distance) {
+
+ distance_fade_max_distance = p_distance;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
+}
+float SpatialMaterial::get_distance_fade_max_distance() const {
+
+ return distance_fade_max_distance;
+}
+
+void SpatialMaterial::set_distance_fade_min_distance(float p_distance) {
+
+ distance_fade_min_distance = p_distance;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
+}
+
+float SpatialMaterial::get_distance_fade_min_distance() const {
+
+ return distance_fade_min_distance;
+}
+
+RID SpatialMaterial::get_shader_rid() const {
+
+ ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
+ return shader_map[current_key].shader;
+}
+
void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
@@ -1503,6 +1685,9 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
+ ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &SpatialMaterial::set_transmission);
+ ClassDB::bind_method(D_METHOD("get_transmission"), &SpatialMaterial::get_transmission);
+
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
@@ -1584,6 +1769,9 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
+ ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
+ ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::get_ao_light_affect);
+
ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
@@ -1602,19 +1790,35 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &SpatialMaterial::set_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &SpatialMaterial::get_refraction_texture_channel);
+ ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &SpatialMaterial::set_proximity_fade);
+ ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &SpatialMaterial::is_proximity_fade_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &SpatialMaterial::set_proximity_fade_distance);
+ ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &SpatialMaterial::get_proximity_fade_distance);
+
+ ClassDB::bind_method(D_METHOD("set_distance_fade", "enabled"), &SpatialMaterial::set_distance_fade);
+ ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &SpatialMaterial::is_distance_fade_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &SpatialMaterial::set_distance_fade_max_distance);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &SpatialMaterial::get_distance_fade_max_distance);
+
+ ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &SpatialMaterial::set_distance_fade_min_distance);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &SpatialMaterial::get_distance_fade_min_distance);
+
ADD_GROUP("Flags", "flags_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_on_top"), "set_flag", "get_flag", FLAG_ONTOP);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_world_triplanar"), "set_flag", "get_flag", FLAG_TRIPLANAR_USE_WORLD);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
ADD_GROUP("Vertex Color", "vertex_color");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
ADD_GROUP("Parameters", "params_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Lambert,Lambert Wrap,Oren Nayar,Burley,Toon"), "set_diffuse_mode", "get_diffuse_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
@@ -1676,6 +1880,7 @@ void SpatialMaterial::_bind_methods() {
ADD_GROUP("Ambient Occlusion", "ao_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
@@ -1693,6 +1898,11 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
+ ADD_GROUP("Transmission", "transmission_");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transmission_enabled"), "set_feature", "get_feature", FEATURE_TRANSMISSION);
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "transmission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_transmission", "get_transmission");
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "transmission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_TRANSMISSION);
+
ADD_GROUP("Refraction", "refraction_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
@@ -1719,6 +1929,14 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
+ ADD_GROUP("Proximity Fade", "proximity_fade_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_proximity_fade_distance", "get_proximity_fade_distance");
+ ADD_GROUP("Distance Fade", "distance_fade_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enable"), "set_distance_fade", "is_distance_fade_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
+
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
@@ -1730,6 +1948,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
BIND_ENUM_CONSTANT(TEXTURE_DEPTH);
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
+ BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION);
BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
@@ -1748,6 +1967,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
BIND_ENUM_CONSTANT(FEATURE_DEPTH_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
+ BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION);
BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
BIND_ENUM_CONSTANT(FEATURE_DETAIL);
BIND_ENUM_CONSTANT(FEATURE_MAX);
@@ -1768,7 +1988,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_UNSHADED);
BIND_ENUM_CONSTANT(FLAG_USE_VERTEX_LIGHTING);
- BIND_ENUM_CONSTANT(FLAG_ONTOP);
+ BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
@@ -1777,12 +1997,13 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
BIND_ENUM_CONSTANT(FLAG_USE_ALPHA_SCISSOR);
+ BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
BIND_ENUM_CONSTANT(FLAG_MAX);
+ BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
- BIND_ENUM_CONSTANT(DIFFUSE_HALF_LAMBERT);
+ BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
- BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
@@ -1821,6 +2042,7 @@ SpatialMaterial::SpatialMaterial()
set_anisotropy(0);
set_depth_scale(0.05);
set_subsurface_scattering_strength(0);
+ set_transmission(Color(0, 0, 0));
set_refraction(0.05);
set_line_width(1);
set_point_size(1);
@@ -1836,6 +2058,14 @@ SpatialMaterial::SpatialMaterial()
set_particles_anim_loop(false);
set_alpha_scissor_threshold(0.98);
+ proximity_fade_enabled = false;
+ distance_fade_enabled = false;
+ set_proximity_fade_distance(1);
+ set_distance_fade_min_distance(0);
+ set_distance_fade_max_distance(10);
+
+ set_ao_light_affect(0.0);
+
set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
set_ao_texture_channel(TEXTURE_CHANNEL_RED);