diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 226 |
1 files changed, 172 insertions, 54 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index b74f44c52f..27e1590940 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -84,10 +84,41 @@ void Material::inspect_native_shader_code() { SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop()); RID shader = get_shader_rid(); if (st && shader.is_valid()) { - st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader); + st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader); } } +RID Material::get_shader_rid() const { + RID ret; + if (GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret)) { + return ret; + } + return RID(); +} +Shader::Mode Material::get_shader_mode() const { + Shader::Mode ret; + if (GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret)) { + return ret; + } + + return Shader::MODE_MAX; +} + +bool Material::_can_do_next_pass() const { + bool ret; + if (GDVIRTUAL_CALL(_can_do_next_pass, ret)) { + return ret; + } + return false; +} +bool Material::_can_use_render_priority() const { + bool ret; + if (GDVIRTUAL_CALL(_can_use_render_priority, ret)) { + return ret; + } + return false; +} + 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); @@ -103,6 +134,11 @@ void Material::_bind_methods() { BIND_CONSTANT(RENDER_PRIORITY_MAX); BIND_CONSTANT(RENDER_PRIORITY_MIN); + + GDVIRTUAL_BIND(_get_shader_rid) + GDVIRTUAL_BIND(_get_shader_mode) + GDVIRTUAL_BIND(_can_do_next_pass) + GDVIRTUAL_BIND(_can_use_render_priority) } Material::Material() { @@ -330,7 +366,7 @@ void BaseMaterial3D::init_shaders() { shader_names->rim = "rim"; shader_names->rim_tint = "rim_tint"; shader_names->clearcoat = "clearcoat"; - shader_names->clearcoat_gloss = "clearcoat_gloss"; + shader_names->clearcoat_roughness = "clearcoat_roughness"; shader_names->anisotropy = "anisotropy_ratio"; shader_names->heightmap_scale = "heightmap_scale"; shader_names->subsurface_scattering_strength = "subsurface_scattering_strength"; @@ -359,6 +395,9 @@ void BaseMaterial3D::init_shaders() { shader_names->distance_fade_min = "distance_fade_min"; shader_names->distance_fade_max = "distance_fade_max"; + shader_names->msdf_pixel_range = "msdf_pixel_range"; + shader_names->msdf_outline_size = "msdf_outline_size"; + shader_names->metallic_texture_channel = "metallic_texture_channel"; shader_names->ao_texture_channel = "ao_texture_channel"; shader_names->clearcoat_texture_channel = "clearcoat_texture_channel"; @@ -396,12 +435,10 @@ void BaseMaterial3D::init_shaders() { shader_names->albedo_texture_size = "albedo_texture_size"; } -Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D]; +HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d; void BaseMaterial3D::finish_shaders() { - for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) { - materials_for_2d[i].unref(); - } + materials_for_2d.clear(); memdelete(dirty_materials); dirty_materials = nullptr; @@ -541,12 +578,6 @@ void BaseMaterial3D::_update_shader() { case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break; - case SPECULAR_BLINN: - code += ",specular_blinn"; - break; - case SPECULAR_PHONG: - code += ",specular_phong"; - break; case SPECULAR_TOON: code += ",specular_toon"; break; @@ -614,6 +645,11 @@ void BaseMaterial3D::_update_shader() { code += "uniform float distance_fade_max;\n"; } + if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + code += "uniform float msdf_pixel_range;\n"; + code += "uniform float msdf_outline_size;\n"; + } + // alpha scissor is only valid if there is not antialiasing edge // alpha hash is valid whenever, but not with alpha scissor if (transparency == TRANSPARENCY_ALPHA_SCISSOR) { @@ -690,7 +726,7 @@ void BaseMaterial3D::_update_shader() { } if (features[FEATURE_CLEARCOAT]) { code += "uniform float clearcoat : hint_range(0,1);\n"; - code += "uniform float clearcoat_gloss : hint_range(0,1);\n"; + code += "uniform float clearcoat_roughness : hint_range(0,1);\n"; code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n"; } if (features[FEATURE_ANISOTROPY]) { @@ -779,26 +815,26 @@ void BaseMaterial3D::_update_shader() { case BILLBOARD_DISABLED: { } break; case BILLBOARD_ENABLED: { - code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; + code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_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, 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"; + code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_FIXED_Y: { - 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"; + code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_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, 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"; + code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_PARTICLES: { //make billboard - code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; + code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]),normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n"; //rotate by rotation - code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; //set modelview - code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; + code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n"; //handle animation code += " float h_frames = float(particles_anim_h_frames);\n"; @@ -853,8 +889,8 @@ void BaseMaterial3D::_update_shader() { if (flags[FLAG_UV1_USE_TRIPLANAR]) { if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { - code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; - code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; + code += " uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; + code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; } else { code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; @@ -865,8 +901,8 @@ void BaseMaterial3D::_update_shader() { if (flags[FLAG_UV2_USE_TRIPLANAR]) { if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) { - code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; - code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; + code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; + code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; } else { code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; @@ -881,6 +917,12 @@ void BaseMaterial3D::_update_shader() { code += "}\n"; code += "\n\n"; + if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + code += "float msdf_median(float r, float g, float b, float a) {\n"; + code += " return min(max(min(r, g), min(max(r, g), b)), a);\n"; + 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_triplanar_pos) {\n"; code += " vec4 samp=vec4(0.0);\n"; @@ -980,7 +1022,30 @@ void BaseMaterial3D::_update_shader() { } } - if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) { + if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + code += " {\n"; + code += " albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n"; + code += " vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n"; + if (flags[FLAG_USE_POINT_SIZE]) { + code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n"; + } else { + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n"; + } else { + code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n"; + } + } + code += " float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n"; + code += " float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n"; + code += " if (msdf_outline_size > 0.0) {\n"; + code += " float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n"; + code += " albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n"; + code += " } else {\n"; + code += " albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n"; + code += " }\n"; + code += " albedo_tex.rgb = vec3(1.0);\n"; + code += " }\n"; + } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) { code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n"; } @@ -1110,7 +1175,7 @@ void BaseMaterial3D::_update_shader() { if (!RenderingServer::get_singleton()->is_low_end()) { code += " {\n"; if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; + code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n"; } else { code += " float fade_distance=-VERTEX.z;\n"; @@ -1166,7 +1231,7 @@ void BaseMaterial3D::_update_shader() { code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n"; } code += " CLEARCOAT = clearcoat*clearcoat_tex.x;"; - code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; + code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n"; } if (features[FEATURE_ANISOTROPY]) { @@ -1408,13 +1473,13 @@ float BaseMaterial3D::get_clearcoat() const { return clearcoat; } -void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) { - clearcoat_gloss = p_clearcoat_gloss; - RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss); +void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) { + clearcoat_roughness = p_clearcoat_roughness; + RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness); } -float BaseMaterial3D::get_clearcoat_gloss() const { - return clearcoat_gloss; +float BaseMaterial3D::get_clearcoat_roughness() const { + return clearcoat_roughness; } void BaseMaterial3D::set_anisotropy(float p_anisotropy) { @@ -1747,6 +1812,14 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const { property.usage = PROPERTY_USAGE_NO_EDITOR; } + if (property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + property.usage = PROPERTY_USAGE_NO_EDITOR; + } + + if (property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + property.usage = PROPERTY_USAGE_NO_EDITOR; + } + if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) { property.usage = PROPERTY_USAGE_NO_EDITOR; } @@ -2095,35 +2168,45 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() return refraction_texture_channel; } -Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, RID *r_shader_rid) { - int version = 0; +Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, RID *r_shader_rid) { + int64_t hash = 0; if (p_shaded) { - version = 1; + hash |= 1 << 0; } if (p_transparent) { - version |= 2; + hash |= 1 << 1; } if (p_cut_alpha) { - version |= 4; + hash |= 1 << 2; } if (p_opaque_prepass) { - version |= 8; + hash |= 1 << 3; } if (p_double_sided) { - version |= 16; + hash |= 1 << 4; } if (p_billboard) { - version |= 32; + hash |= 1 << 5; } if (p_billboard_y) { - version |= 64; + hash |= 1 << 6; + } + if (p_msdf) { + hash |= 1 << 7; + } + if (p_no_depth) { + hash |= 1 << 8; + } + if (p_fixed_size) { + hash |= 1 << 9; } + hash = hash_djb2_one_64(p_filter, hash); - if (materials_for_2d[version].is_valid()) { + if (materials_for_2d.has(hash)) { if (r_shader_rid) { - *r_shader_rid = materials_for_2d[version]->get_shader_rid(); + *r_shader_rid = materials_for_2d[hash]->get_shader_rid(); } - return materials_for_2d[version]; + return materials_for_2d[hash]; } Ref<StandardMaterial3D> material; @@ -2134,18 +2217,22 @@ Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transpar material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK); material->set_flag(FLAG_SRGB_VERTEX_COLOR, true); material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf); + material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth); + material->set_flag(FLAG_FIXED_SIZE, p_fixed_size); + material->set_texture_filter(p_filter); if (p_billboard || p_billboard_y) { material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true); material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED); } - materials_for_2d[version] = material; + materials_for_2d[hash] = material; if (r_shader_rid) { - *r_shader_rid = materials_for_2d[version]->get_shader_rid(); + *r_shader_rid = materials_for_2d[hash]->get_shader_rid(); } - return materials_for_2d[version]; + return materials_for_2d[hash]; } void BaseMaterial3D::set_on_top_of_alpha() { @@ -2173,6 +2260,24 @@ float BaseMaterial3D::get_proximity_fade_distance() const { return proximity_fade_distance; } +void BaseMaterial3D::set_msdf_pixel_range(float p_range) { + msdf_pixel_range = p_range; + RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range); +} + +float BaseMaterial3D::get_msdf_pixel_range() const { + return msdf_pixel_range; +} + +void BaseMaterial3D::set_msdf_outline_size(float p_size) { + msdf_outline_size = p_size; + RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size); +} + +float BaseMaterial3D::get_msdf_outline_size() const { + return msdf_outline_size; +} + void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) { distance_fade = p_mode; _queue_shader_change(); @@ -2271,8 +2376,8 @@ void BaseMaterial3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat); ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat); - ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss); - ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss); + ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness); + ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness); ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy); ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy); @@ -2415,6 +2520,12 @@ void BaseMaterial3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance); ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance); + ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range); + ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range); + + ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size); + ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size); + ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade); ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade); @@ -2438,7 +2549,7 @@ void BaseMaterial3D::_bind_methods() { ADD_GROUP("Shading", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT); ADD_GROUP("Vertex Color", "vertex_color"); @@ -2449,6 +2560,7 @@ void BaseMaterial3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF); ADD_GROUP("ORM", "orm_"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM); @@ -2486,7 +2598,7 @@ void BaseMaterial3D::_bind_methods() { ADD_GROUP("Clearcoat", "clearcoat_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT); ADD_GROUP("Anisotropy", "anisotropy_"); @@ -2586,6 +2698,9 @@ void BaseMaterial3D::_bind_methods() { 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::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance"); + ADD_GROUP("MSDF", "msdf_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "1,250,1"), "set_msdf_outline_size", "get_msdf_outline_size"); ADD_GROUP("Distance Fade", "distance_fade_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance"); @@ -2685,6 +2800,7 @@ void BaseMaterial3D::_bind_methods() { BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP); BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN); BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE); + BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF); BIND_ENUM_CONSTANT(FLAG_MAX); BIND_ENUM_CONSTANT(DIFFUSE_BURLEY); @@ -2693,8 +2809,6 @@ void BaseMaterial3D::_bind_methods() { BIND_ENUM_CONSTANT(DIFFUSE_TOON); BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX); - BIND_ENUM_CONSTANT(SPECULAR_BLINN); - BIND_ENUM_CONSTANT(SPECULAR_PHONG); BIND_ENUM_CONSTANT(SPECULAR_TOON); BIND_ENUM_CONSTANT(SPECULAR_DISABLED); @@ -2732,7 +2846,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) : set_rim(1.0); set_rim_tint(0.5); set_clearcoat(1); - set_clearcoat_gloss(0.5); + set_clearcoat_roughness(0.5); set_anisotropy(0); set_heightmap_scale(0.05); set_subsurface_scattering_strength(0); @@ -2776,6 +2890,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) : set_heightmap_deep_parallax_max_layers(32); set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal + flags[FLAG_ALBEDO_TEXTURE_MSDF] = false; flags[FLAG_USE_TEXTURE_REPEAT] = true; is_initialized = true; @@ -2895,4 +3010,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) return false; } + #endif // DISABLE_DEPRECATED + +/////////////////////// |