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-rw-r--r--scene/resources/material.cpp585
1 files changed, 310 insertions, 275 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 100fccc783..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"
@@ -77,7 +78,7 @@ RID Material::get_rid() const {
void Material::_validate_property(PropertyInfo &property) const {
if (!_can_do_next_pass() && property.name == "next_pass") {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
@@ -130,7 +131,7 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
}
}
if (pr) {
- RenderingServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
+ set_shader_param(pr, p_value);
return true;
}
}
@@ -152,7 +153,12 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
}
if (pr) {
- r_ret = RenderingServer::get_singleton()->material_get_param(_get_material(), pr);
+ const Map<StringName, Variant>::Element *E = param_cache.find(pr);
+ if (E) {
+ r_ret = E->get();
+ } else {
+ r_ret = Variant();
+ }
return true;
}
}
@@ -219,11 +225,31 @@ Ref<Shader> ShaderMaterial::get_shader() const {
}
void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
- RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
+ if (p_value.get_type() == Variant::NIL) {
+ param_cache.erase(p_param);
+ RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
+ } else {
+ param_cache[p_param] = p_value;
+ if (p_value.get_type() == Variant::OBJECT) {
+ RID tex_rid = p_value;
+ if (tex_rid == RID()) {
+ param_cache.erase(p_param);
+ RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
+ }
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
+ }
+ }
}
Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
- return RS::get_singleton()->material_get_param(_get_material(), p_param);
+ if (param_cache.has(p_param)) {
+ return param_cache[p_param];
+ } else {
+ return Variant();
+ }
}
void ShaderMaterial::_shader_changed() {
@@ -243,7 +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
@@ -253,8 +279,8 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id
if (shader.is_valid()) {
List<PropertyInfo> pl;
shader->get_param_list(&pl);
- for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
- r_options->push_back(quote_style + E->get().name.replace_first("shader_param/", "") + quote_style);
+ for (const PropertyInfo &E : pl) {
+ r_options->push_back(E.name.replace_first("shader_param/", "").quote(quote_style));
}
}
}
@@ -345,7 +371,6 @@ void BaseMaterial3D::init_shaders() {
shader_names->refraction_texture_channel = "refraction_texture_channel";
shader_names->transmittance_color = "transmittance_color";
- shader_names->transmittance_curve = "transmittance_curve";
shader_names->transmittance_depth = "transmittance_depth";
shader_names->transmittance_boost = "transmittance_boost";
@@ -445,7 +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";
@@ -505,9 +535,6 @@ void BaseMaterial3D::_update_shader() {
case DIFFUSE_LAMBERT_WRAP:
code += ",diffuse_lambert_wrap";
break;
- case DIFFUSE_OREN_NAYAR:
- code += ",diffuse_oren_nayar";
- break;
case DIFFUSE_TOON:
code += ",diffuse_toon";
break;
@@ -695,7 +722,6 @@ void BaseMaterial3D::_update_shader() {
code += "uniform vec4 transmittance_color : hint_color;\n";
code += "uniform float transmittance_depth;\n";
code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n";
- code += "uniform float transmittance_curve;\n";
code += "uniform float transmittance_boost;\n";
}
@@ -737,463 +763,478 @@ void BaseMaterial3D::_update_shader() {
code += "void vertex() {\n";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
- code += "\tif (!OUTPUT_IS_SRGB) {\n";
- code += "\t\tCOLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
- code += "\t}\n";
+ code += " if (!OUTPUT_IS_SRGB) {\n";
+ code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
+ code += " }\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
- code += "\tPOINT_SIZE=point_size;\n";
+ code += " POINT_SIZE=point_size;\n";
}
if (shading_mode == SHADING_MODE_PER_VERTEX) {
- code += "\tROUGHNESS=roughness;\n";
+ code += " ROUGHNESS=roughness;\n";
}
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
+ code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
}
switch (billboard_mode) {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
- code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += "\tMODELVIEW_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(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_FIXED_Y: {
- code += "\tMODELVIEW_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(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += "\tMODELVIEW_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";
+ 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 += "\tMODELVIEW_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(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";
}
} break;
case BILLBOARD_PARTICLES: {
//make billboard
- code += "\tmat4 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(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";
//rotate by rotation
- code += "\tmat_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 += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
+ code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
//handle animation
- code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
- code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
- code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
- code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += "\tif (!particles_anim_loop) {\n";
- code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
- code += "\t} else {\n";
- code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
- code += "\t}";
- code += "\tUV /= vec2(h_frames, v_frames);\n";
- code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
+ code += " float h_frames = float(particles_anim_h_frames);\n";
+ code += " float v_frames = float(particles_anim_v_frames);\n";
+ code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += " if (!particles_anim_loop) {\n";
+ code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
+ code += " } else {\n";
+ 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";
} break;
case BILLBOARD_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_FIXED_SIZE]) {
- code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
+ code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
//orthogonal matrix, try to do about the same
//with viewport size
- code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
- code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
- code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
- code += "\t} else {\n";
+ code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
+ code += " float sc = (h * 2.0); //consistent with Y-fov\n";
+ code += " MODELVIEW_MATRIX[0]*=sc;\n";
+ code += " MODELVIEW_MATRIX[1]*=sc;\n";
+ code += " MODELVIEW_MATRIX[2]*=sc;\n";
+ code += " } else {\n";
//just scale by depth
- code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
- code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
- code += "\t}\n";
+ code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n";
+ code += " MODELVIEW_MATRIX[0]*=sc;\n";
+ code += " MODELVIEW_MATRIX[1]*=sc;\n";
+ code += " MODELVIEW_MATRIX[2]*=sc;\n";
+ code += " }\n";
}
if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
+ code += " UV2=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
- code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
- code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
- code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
- code += "\tTANGENT = normalize(TANGENT);\n";
+ code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
+ code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
+ code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
+ code += " TANGENT = normalize(TANGENT);\n";
- code += "\tBINORMAL = vec3(0.0,-1.0,0.0) * abs(NORMAL.x);\n";
- code += "\tBINORMAL+= vec3(0.0,0.0,1.0) * abs(NORMAL.y);\n";
- code += "\tBINORMAL+= vec3(0.0,-1.0,0.0) * abs(NORMAL.z);\n";
- code += "\tBINORMAL = normalize(BINORMAL);\n";
+ code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
+ code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
+ code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
+ code += " BINORMAL = normalize(BINORMAL);\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
- code += "\tuv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
- code += "\tuv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
+ 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";
} else {
- code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
- code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
+ code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
+ code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
}
- code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
- code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
+ code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
- code += "\tuv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
- code += "\tuv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
+ 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";
} else {
- code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
- code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
+ code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
+ code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
}
- code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
- code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
+ code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (grow_enabled) {
- code += "\tVERTEX+=NORMAL*grow;\n";
+ code += " VERTEX+=NORMAL*grow;\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 += "\tvec4 samp=vec4(0.0);\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 += " vec4 samp=vec4(0.0);\n";
+ code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
+ code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
+ code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
+ code += " return samp;\n";
code += "}\n";
}
code += "\n\n";
code += "void fragment() {\n";
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 base_uv = UV;\n";
+ code += " vec2 base_uv = UV;\n";
}
if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) {
- code += "\tvec2 base_uv2 = UV2;\n";
+ code += " vec2 base_uv2 = UV2;\n";
+ }
+
+ if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
+ // Display both resource name and albedo texture name.
+ // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
+ // On the other hand, albedo textures are almost always external to the scene.
+ if (textures[TEXTURE_ALBEDO].is_valid()) {
+ WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path()));
+ } else if (!get_path().is_empty()) {
+ WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
+ } else {
+ // Resource wasn't saved yet.
+ WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
+ }
}
if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
- code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
+ code += " {\n";
+ code += " vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
if (deep_parallax) {
- code += "\t\tfloat num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
- code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
- code += "\t\tfloat current_layer_depth = 0.0;\n";
- code += "\t\tvec2 P = view_dir.xy * heightmap_scale;\n";
- code += "\t\tvec2 delta = P / num_layers;\n";
- code += "\t\tvec2 ofs = base_uv;\n";
+ 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";
+ code += " vec2 delta = P / num_layers;\n";
+ code += " vec2 ofs = base_uv;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\tfloat depth = texture(texture_heightmap, ofs).r;\n";
+ code += " float depth = texture(texture_heightmap, ofs).r;\n";
} else {
- code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
- code += "\t\tfloat current_depth = 0.0;\n";
- code += "\t\twhile(current_depth < depth) {\n";
- code += "\t\t\tofs -= delta;\n";
+ code += " float current_depth = 0.0;\n";
+ code += " while(current_depth < depth) {\n";
+ code += " ofs -= delta;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\t\tdepth = texture(texture_heightmap, ofs).r;\n";
+ code += " depth = texture(texture_heightmap, ofs).r;\n";
} else {
- code += "\t\t\tdepth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
- code += "\t\t\tcurrent_depth += layer_depth;\n";
- code += "\t\t}\n";
- code += "\t\tvec2 prev_ofs = ofs + delta;\n";
- code += "\t\tfloat after_depth = depth - current_depth;\n";
+ code += " current_depth += layer_depth;\n";
+ code += " }\n";
+ code += " vec2 prev_ofs = ofs + delta;\n";
+ code += " float after_depth = depth - current_depth;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\tfloat before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
+ code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
} else {
- code += "\t\tfloat before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
+ code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
}
- code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
- code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
+ code += " float weight = after_depth / (after_depth - before_depth);\n";
+ code += " ofs = mix(ofs,prev_ofs,weight);\n";
} else {
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\tfloat depth = texture(texture_heightmap, base_uv).r;\n";
+ code += " float depth = texture(texture_heightmap, base_uv).r;\n";
} else {
- code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
+ code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
}
- code += "\t\tvec2 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 += "\t\tbase_uv=ofs;\n";
+ code += " base_uv=ofs;\n";
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
- code += "\t\tbase_uv2-=ofs;\n";
+ code += " base_uv2-=ofs;\n";
}
- code += "\t}\n";
+ code += " }\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
- code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
+ code += " vec4 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_triplanar_pos);\n";
+ code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
+ code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
}
}
if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
- code += "\talbedo_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";
+ 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";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
- code += "\talbedo_tex *= COLOR;\n";
+ code += " albedo_tex *= COLOR;\n";
}
- code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
+ code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (!orm) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
+ code += " float 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 += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
}
- code += "\tMETALLIC = metallic_tex * metallic;\n";
+ code += " METALLIC = metallic_tex * metallic;\n";
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
- code += "\tvec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
} break;
case TEXTURE_CHANNEL_GREEN: {
- code += "\tvec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
} break;
case TEXTURE_CHANNEL_BLUE: {
- code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
} break;
case TEXTURE_CHANNEL_ALPHA: {
- code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
} break;
case TEXTURE_CHANNEL_GRAYSCALE: {
- code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
} break;
case TEXTURE_CHANNEL_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
+ code += " float 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";
+ code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
}
- code += "\tROUGHNESS = roughness_tex * roughness;\n";
- code += "\tSPECULAR = specular;\n";
+ code += " ROUGHNESS = roughness_tex * roughness;\n";
+ code += " SPECULAR = specular;\n";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tfloat orm_tex = texture(texture_orm,base_uv);\n";
+ code += " vec4 orm_tex = texture(texture_orm,base_uv);\n";
}
- code += "\tROUGHNESS = orm_tex.g;\n";
- code += "\tMETALLIC = orm_tex.b;\n";
+ code += " ROUGHNESS = orm_tex.g;\n";
+ code += " METALLIC = orm_tex.b;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tNORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
- code += "\tNORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
+ code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
}
- code += "\tNORMAL_MAP_DEPTH = normal_scale;\n";
+ code += " NORMAL_MAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
if (flags[FLAG_EMISSION_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
+ code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
} else {
- code += "\tvec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
+ code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " vec3 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";
+ code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
}
}
if (emission_op == EMISSION_OP_ADD) {
- code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
+ code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
} else {
- code += "\tEMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
+ code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
}
}
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
- code += "\tvec3 unpacked_normal = NORMAL_MAP;\n";
- code += "\tunpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
- code += "\tunpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
- code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
+ code += " vec3 unpacked_normal = NORMAL_MAP;\n";
+ code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
+ code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
+ code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
} else {
- code += "\tvec3 ref_normal = NORMAL;\n";
+ code += " vec3 ref_normal = NORMAL;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
+ code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
} else {
- code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
+ code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
}
- code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
- code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
- code += "\tALBEDO *= 1.0 - ref_amount;\n";
- code += "\tALPHA = 1.0;\n";
+ code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
+ code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
+ code += " ALBEDO *= 1.0 - ref_amount;\n";
+ code += " ALPHA = 1.0;\n";
} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
- code += "\tALPHA = albedo.a * albedo_tex.a;\n";
+ code += " ALPHA = albedo.a * albedo_tex.a;\n";
}
if (transparency == TRANSPARENCY_ALPHA_HASH) {
- code += "\tALPHA_HASH_SCALE = alpha_hash_scale;\n";
+ code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
} else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
- code += "\tALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
+ code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
}
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
- code += "\tALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
- code += "\tALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
+ code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
+ code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\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";
+ code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
+ code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
+ code += " world_pos.xyz/=world_pos.w;\n";
+ code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
- code += "\t{\n";
+ code += " {\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+ code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
} else {
- code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+ code += " float fade_distance=-VERTEX.z;\n";
}
- code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
- code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
- code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
- code += "\t\tint index = x + y * 4;\n";
- code += "\t\tfloat limit = 0.0;\n\n";
- code += "\t\tif (x < 8) {\n";
- code += "\t\t\tif (index == 0) limit = 0.0625;\n";
- code += "\t\t\tif (index == 1) limit = 0.5625;\n";
- code += "\t\t\tif (index == 2) limit = 0.1875;\n";
- code += "\t\t\tif (index == 3) limit = 0.6875;\n";
- code += "\t\t\tif (index == 4) limit = 0.8125;\n";
- code += "\t\t\tif (index == 5) limit = 0.3125;\n";
- code += "\t\t\tif (index == 6) limit = 0.9375;\n";
- code += "\t\t\tif (index == 7) limit = 0.4375;\n";
- code += "\t\t\tif (index == 8) limit = 0.25;\n";
- code += "\t\t\tif (index == 9) limit = 0.75;\n";
- code += "\t\t\tif (index == 10) limit = 0.125;\n";
- code += "\t\t\tif (index == 11) limit = 0.625;\n";
- code += "\t\t\tif (index == 12) limit = 1.0;\n";
- code += "\t\t\tif (index == 13) limit = 0.5;\n";
- code += "\t\t\tif (index == 14) limit = 0.875;\n";
- code += "\t\t\tif (index == 15) limit = 0.375;\n";
- code += "\t\t}\n\n";
- code += "\tif (fade < limit)\n";
- code += "\t\tdiscard;\n";
- code += "\t}\n\n";
+ code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
+ code += " int x = int(FRAGCOORD.x) % 4;\n";
+ code += " int y = int(FRAGCOORD.y) % 4;\n";
+ code += " int index = x + y * 4;\n";
+ code += " float limit = 0.0;\n\n";
+ code += " if (x < 8) {\n";
+ code += " if (index == 0) limit = 0.0625;\n";
+ code += " if (index == 1) limit = 0.5625;\n";
+ code += " if (index == 2) limit = 0.1875;\n";
+ code += " if (index == 3) limit = 0.6875;\n";
+ code += " if (index == 4) limit = 0.8125;\n";
+ code += " if (index == 5) limit = 0.3125;\n";
+ code += " if (index == 6) limit = 0.9375;\n";
+ code += " if (index == 7) limit = 0.4375;\n";
+ code += " if (index == 8) limit = 0.25;\n";
+ code += " if (index == 9) limit = 0.75;\n";
+ code += " if (index == 10) limit = 0.125;\n";
+ code += " if (index == 11) limit = 0.625;\n";
+ code += " if (index == 12) limit = 1.0;\n";
+ code += " if (index == 13) limit = 0.5;\n";
+ code += " if (index == 14) limit = 0.875;\n";
+ code += " if (index == 15) limit = 0.375;\n";
+ code += " }\n\n";
+ code += " if (fade < limit)\n";
+ code += " discard;\n";
+ code += " }\n\n";
}
} else {
- code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ code += " ALPHA*=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_triplanar_pos).xy;\n";
+ code += " vec2 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";
+ code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
}
- code += "\tRIM = rim*rim_tex.x;";
- code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
+ code += " RIM = rim*rim_tex.x;";
+ code += " RIM_TINT = rim_tint*rim_tex.y;\n";
}
if (features[FEATURE_CLEARCOAT]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
+ code += " vec2 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";
+ code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
- code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
- code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
+ code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
+ code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
+ code += " vec3 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";
+ code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
}
- code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
- code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
+ code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
+ code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
if (!orm) {
if (flags[FLAG_AO_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+ code += " AO = 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";
+ code += " AO = 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_triplanar_pos),ao_texture_channel);\n";
+ code += " AO = 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 += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
}
}
} else {
- code += "\tAO = orm_tex.r;\n";
+ code += " AO = orm_tex.r;\n";
}
- code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
+ code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
+ code += " float 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 += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
}
- code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
+ code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
+ code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
}
- code += "\tSSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
+ code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
- code += "\tSSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
- code += "\tSSS_TRANSMITTANCE_CURVE=transmittance_curve;\n";
- code += "\tSSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
+ code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
+ code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
}
if (features[FEATURE_BACKLIGHT]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
- code += "\tvec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
+ code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
}
- code += "\tBACKLIGHT = (backlight.rgb+backlight_tex);\n";
+ code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n";
}
if (features[FEATURE_DETAIL]) {
@@ -1201,41 +1242,41 @@ void BaseMaterial3D::_update_shader() {
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 + "_triplanar_pos);\n";
- code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
+ code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
+ code += " vec4 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";
- code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
- code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
+ code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
+ code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
+ code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
}
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_ADD: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_SUB: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_MUL: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
- code += "\tvec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
- code += "\tNORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
- code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
+ code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
+ code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
+ code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
code += "}\n";
@@ -1427,15 +1468,6 @@ float BaseMaterial3D::get_transmittance_depth() const {
return transmittance_depth;
}
-void BaseMaterial3D::set_transmittance_curve(float p_curve) {
- transmittance_curve = p_curve;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_curve, p_curve);
-}
-
-float BaseMaterial3D::get_transmittance_curve() const {
- return transmittance_curve;
-}
-
void BaseMaterial3D::set_transmittance_boost(float p_boost) {
transmittance_boost = p_boost;
RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
@@ -1699,7 +1731,7 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
_validate_high_end("heightmap", property);
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
@@ -1729,33 +1761,33 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
// alpha scissor slider isn't needed when alpha antialiasing is enabled
if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
// alpha hash scale slider is only needed if transparency is alpha hash
if (property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name == "alpha_antialiasing_mode" && !can_select_aa) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
// we can't choose an antialiasing mode if alpha isn't possible
if (property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name == "blend_mode" && alpha_aa_enabled) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
- if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture" || property.name == "subsurf_scatter_transmittance_curve")) {
- property.usage = 0;
+ if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture")) {
+ property.usage = PROPERTY_USAGE_NONE;
}
if (orm) {
@@ -1764,12 +1796,12 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
property.hint_string = "Unshaded,Per-Pixel";
}
if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
} else {
if (property.name == "orm_texture") {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
@@ -1777,47 +1809,47 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
if (shading_mode != SHADING_MODE_PER_VERTEX) {
//these may still work per vertex
if (property.name.begins_with("ao")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("emission")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("metallic")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("rim")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("roughness")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("subsurf_scatter")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
//these definitely only need per pixel
if (property.name.begins_with("anisotropy")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("clearcoat")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("normal")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("backlight")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("transmittance")) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
}
@@ -2066,7 +2098,7 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel()
return refraction_texture_channel;
}
-RID BaseMaterial3D::get_material_rid_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) {
+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;
if (p_shaded) {
version = 1;
@@ -2091,11 +2123,14 @@ RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, b
}
if (materials_for_2d[version].is_valid()) {
- return materials_for_2d[version]->get_rid();
+ if (r_shader_rid) {
+ *r_shader_rid = materials_for_2d[version]->get_shader_rid();
+ }
+ return materials_for_2d[version];
}
Ref<StandardMaterial3D> material;
- material.instance();
+ material.instantiate();
material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
material->set_transparency(p_transparent ? (p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : (p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA)) : TRANSPARENCY_DISABLED);
@@ -2109,7 +2144,11 @@ RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, b
materials_for_2d[version] = material;
- return materials_for_2d[version]->get_rid();
+ if (r_shader_rid) {
+ *r_shader_rid = materials_for_2d[version]->get_shader_rid();
+ }
+
+ return materials_for_2d[version];
}
void BaseMaterial3D::set_on_top_of_alpha() {
@@ -2178,6 +2217,8 @@ BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
}
RID BaseMaterial3D::get_shader_rid() const {
+ MutexLock lock(material_mutex);
+ ((BaseMaterial3D *)this)->_update_shader();
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
@@ -2249,9 +2290,6 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
- ClassDB::bind_method(D_METHOD("set_transmittance_curve", "curve"), &BaseMaterial3D::set_transmittance_curve);
- ClassDB::bind_method(D_METHOD("get_transmittance_curve"), &BaseMaterial3D::get_transmittance_curve);
-
ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
@@ -2400,7 +2438,7 @@ 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,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_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_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
@@ -2486,7 +2524,6 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_depth", PROPERTY_HINT_RANGE, "0.001,8,0.001,or_greater"), "set_transmittance_depth", "get_transmittance_depth");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_curve", PROPERTY_HINT_EXP_EASING, "0.01,16,0.01"), "set_transmittance_curve", "get_transmittance_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
ADD_GROUP("Back Lighting", "backlight_");
@@ -2654,7 +2691,6 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
- BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
@@ -2704,7 +2740,6 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_backlight(Color(0, 0, 0));
set_transmittance_color(Color(1, 1, 1, 1));
set_transmittance_depth(0.1);
- set_transmittance_curve(1.0);
set_transmittance_boost(0.0);
set_refraction(0.05);
set_point_size(1);