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Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r--scene/resources/material.cpp12
1 files changed, 7 insertions, 5 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index fa3f3476e8..2b4bfb6cd8 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1067,7 +1067,8 @@ 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]) {
@@ -1103,7 +1104,8 @@ 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";
@@ -2654,7 +2656,7 @@ 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");
@@ -2965,7 +2967,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
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));
@@ -2986,7 +2988,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_transparency(TRANSPARENCY_DISABLED);
set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
- set_alpha_scissor_threshold(0.05);
+ set_alpha_scissor_threshold(0.5);
set_alpha_hash_scale(1.0);
set_alpha_antialiasing_edge(0.3);