diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 35 |
1 files changed, 16 insertions, 19 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 1d2a2ef26c..abb3381c4e 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -32,11 +32,6 @@ #include "core/config/engine.h" #include "core/version.h" - -#ifdef TOOLS_ENABLED -#include "editor/editor_settings.h" -#endif - #include "scene/main/scene_tree.h" #include "scene/scene_string_names.h" @@ -80,6 +75,9 @@ void Material::_validate_property(PropertyInfo &property) const { if (!_can_do_next_pass() && property.name == "next_pass") { property.usage = PROPERTY_USAGE_NONE; } + if (!_can_use_render_priority() && property.name == "render_priority") { + property.usage = PROPERTY_USAGE_NONE; + } } void Material::inspect_native_shader_code() { @@ -268,19 +266,13 @@ 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_GET("text_editor/completion/use_single_quotes") ? "'" : "\""; -#else - const String quote_style = "\""; -#endif - String f = p_function.operator String(); if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) { if (shader.is_valid()) { List<PropertyInfo> pl; shader->get_param_list(&pl); for (const PropertyInfo &E : pl) { - r_options->push_back(E.name.replace_first("shader_param/", "").quote(quote_style)); + r_options->push_back(E.name.replace_first("shader_param/", "").quote()); } } } @@ -291,6 +283,10 @@ bool ShaderMaterial::_can_do_next_pass() const { return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; } +bool ShaderMaterial::_can_use_render_priority() const { + return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL; +} + Shader::Mode ShaderMaterial::get_shader_mode() const { if (shader.is_valid()) { return shader->get_mode(); @@ -790,12 +786,10 @@ void BaseMaterial3D::_update_shader() { } } break; case BILLBOARD_FIXED_Y: { - code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n"; + 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"; 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, 1.0, 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"; - } else { - code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n"; + 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"; } } break; case BILLBOARD_PARTICLES: { @@ -817,7 +811,7 @@ void BaseMaterial3D::_update_shader() { code += " particle_frame = mod(particle_frame, particle_total_frames);\n"; code += " }"; code += " UV /= vec2(h_frames, v_frames);\n"; - code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / 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; case BILLBOARD_MAX: break; // Internal value, skip. @@ -963,7 +957,9 @@ 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"; @@ -1301,7 +1297,7 @@ void BaseMaterial3D::flush_changes() { void BaseMaterial3D::_queue_shader_change() { MutexLock lock(material_mutex); - if (!element.in_list()) { + if (is_initialized && !element.in_list()) { dirty_materials->add(&element); } } @@ -2777,6 +2773,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) : flags[FLAG_USE_TEXTURE_REPEAT] = true; + is_initialized = true; _queue_shader_change(); } |