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Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r--scene/resources/material.cpp16
1 files changed, 12 insertions, 4 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 08f7274ff6..77a68151c4 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -31,6 +31,7 @@
#include "material.h"
#include "core/config/engine.h"
+#include "core/version.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
@@ -268,7 +269,7 @@ void ShaderMaterial::_bind_methods() {
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
#ifdef TOOLS_ENABLED
- const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\"";
+ const String quote_style = EDITOR_GET("text_editor/completion/use_single_quotes") ? "'" : "\"";
#else
const String quote_style = "\"";
#endif
@@ -279,7 +280,7 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id
List<PropertyInfo> pl;
shader->get_param_list(&pl);
for (const PropertyInfo &E : pl) {
- r_options->push_back(quote_style + E.name.replace_first("shader_param/", "") + quote_style);
+ r_options->push_back(E.name.replace_first("shader_param/", "").quote(quote_style));
}
}
}
@@ -469,7 +470,12 @@ void BaseMaterial3D::_update_shader() {
//must create a shader!
- String code = "shader_type spatial;\nrender_mode ";
+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
+ String code = vformat(
+ "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
+ orm ? "ORMMaterial3D" : "StandardMaterial3D");
+
+ code += "shader_type spatial;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
code += "blend_mix";
@@ -957,7 +963,9 @@ void BaseMaterial3D::_update_shader() {
} else {
code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
}
- code += " vec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
+ // 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";
}
code += " base_uv=ofs;\n";