diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 318 |
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); |