godot/scene/resources/material.cpp

3638 lines
134 KiB
C++

/**************************************************************************/
/* material.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "material.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/error/error_macros.h"
#include "core/version.h"
#include "scene/main/scene_tree.h"
void Material::set_next_pass(const Ref<Material> &p_pass) {
for (Ref<Material> pass_child = p_pass; pass_child.is_valid(); pass_child = pass_child->get_next_pass()) {
ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
}
if (next_pass == p_pass) {
return;
}
next_pass = p_pass;
if (material.is_valid()) {
RID next_pass_rid;
if (next_pass.is_valid()) {
next_pass_rid = next_pass->get_rid();
}
RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
}
}
Ref<Material> Material::get_next_pass() const {
return next_pass;
}
void Material::set_render_priority(int p_priority) {
ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
render_priority = p_priority;
if (material.is_valid()) {
RS::get_singleton()->material_set_render_priority(material, p_priority);
}
}
int Material::get_render_priority() const {
return render_priority;
}
RID Material::get_rid() const {
return material;
}
void Material::_validate_property(PropertyInfo &p_property) const {
if (!_can_do_next_pass() && p_property.name == "next_pass") {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (!_can_use_render_priority() && p_property.name == "render_priority") {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
void Material::_mark_ready() {
init_state = INIT_STATE_READY;
}
void Material::_mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader) {
// If this is happening as part of resource loading, it is not safe to queue the update
// as an addition to the dirty list. It would be if the load is happening on the main thread,
// but even so we'd rather perform the update directly instead of using the dirty list.
if (ResourceLoader::is_within_load()) {
DEV_ASSERT(init_state != INIT_STATE_READY);
if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
init_state = INIT_STATE_INITIALIZING;
callable_mp(this, &Material::_mark_ready).call_deferred();
p_update_shader.call_deferred();
}
} else {
// Straightforward conditions.
init_state = INIT_STATE_READY;
p_add_to_dirty_list.call();
}
}
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_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
}
}
RID Material::get_shader_rid() const {
RID ret;
GDVIRTUAL_CALL(_get_shader_rid, ret);
return ret;
}
Shader::Mode Material::get_shader_mode() const {
Shader::Mode ret = Shader::MODE_MAX;
GDVIRTUAL_CALL(_get_shader_mode, ret);
return ret;
}
bool Material::_can_do_next_pass() const {
bool ret = false;
GDVIRTUAL_CALL(_can_do_next_pass, ret);
return ret;
}
bool Material::_can_use_render_priority() const {
bool ret = false;
GDVIRTUAL_CALL(_can_use_render_priority, ret);
return ret;
}
Ref<Resource> Material::create_placeholder() const {
Ref<PlaceholderMaterial> placeholder;
placeholder.instantiate();
return placeholder;
}
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);
ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("create_placeholder"), &Material::create_placeholder);
ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
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() {
render_priority = 0;
}
Material::~Material() {
if (material.is_valid()) {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(material);
}
}
///////////////////////////////////
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (shader.is_valid()) {
const StringName *sn = remap_cache.getptr(p_name);
if (sn) {
set_shader_parameter(*sn, p_value);
return true;
}
String s = p_name;
if (s.begins_with("shader_parameter/")) {
String param = s.replace_first("shader_parameter/", "");
remap_cache[s] = param;
set_shader_parameter(param, p_value);
return true;
}
#ifndef DISABLE_DEPRECATED
// Compatibility remaps are only needed here.
if (s.begins_with("param/")) {
s = s.replace_first("param/", "shader_parameter/");
} else if (s.begins_with("shader_param/")) {
s = s.replace_first("shader_param/", "shader_parameter/");
} else if (s.begins_with("shader_uniform/")) {
s = s.replace_first("shader_uniform/", "shader_parameter/");
} else {
return false; // Not a shader parameter.
}
WARN_PRINT("This material (containing shader with path: '" + shader->get_path() + "') uses an old deprecated parameter names. Consider re-saving this resource (or scene which contains it) in order for it to continue working in future versions.");
String param = s.replace_first("shader_parameter/", "");
remap_cache[s] = param;
set_shader_parameter(param, p_value);
return true;
#endif
}
return false;
}
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (shader.is_valid()) {
const StringName *sn = remap_cache.getptr(p_name);
if (sn) {
// Only return a parameter if it was previously set.
r_ret = get_shader_parameter(*sn);
return true;
}
}
return false;
}
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
if (!shader.is_null()) {
List<PropertyInfo> list;
shader->get_shader_uniform_list(&list, true);
HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
LocalVector<Pair<String, LocalVector<String>>> vgroups;
{
HashMap<String, List<PropertyInfo>> none_subgroup;
none_subgroup.insert("<None>", List<PropertyInfo>());
groups.insert("<None>", none_subgroup);
}
String last_group = "<None>";
String last_subgroup = "<None>";
bool is_none_group_undefined = true;
bool is_none_group = true;
for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
if (E->get().usage == PROPERTY_USAGE_GROUP) {
if (!E->get().name.is_empty()) {
Vector<String> vgroup = E->get().name.split("::");
last_group = vgroup[0];
if (vgroup.size() > 1) {
last_subgroup = vgroup[1];
} else {
last_subgroup = "<None>";
}
is_none_group = false;
if (!groups.has(last_group)) {
PropertyInfo info;
info.usage = PROPERTY_USAGE_GROUP;
info.name = last_group.capitalize();
info.hint_string = "shader_parameter/";
List<PropertyInfo> none_subgroup;
none_subgroup.push_back(info);
HashMap<String, List<PropertyInfo>> subgroup_map;
subgroup_map.insert("<None>", none_subgroup);
groups.insert(last_group, subgroup_map);
vgroups.push_back(Pair<String, LocalVector<String>>(last_group, { "<None>" }));
}
if (!groups[last_group].has(last_subgroup)) {
PropertyInfo info;
info.usage = PROPERTY_USAGE_SUBGROUP;
info.name = last_subgroup.capitalize();
info.hint_string = "shader_parameter/";
List<PropertyInfo> subgroup;
subgroup.push_back(info);
groups[last_group].insert(last_subgroup, subgroup);
for (Pair<String, LocalVector<String>> &group : vgroups) {
if (group.first == last_group) {
group.second.push_back(last_subgroup);
break;
}
}
}
} else {
last_group = "<None>";
last_subgroup = "<None>";
is_none_group = true;
}
continue; // Pass group.
}
if (is_none_group_undefined && is_none_group) {
is_none_group_undefined = false;
PropertyInfo info;
info.usage = PROPERTY_USAGE_GROUP;
info.name = "Shader Parameters";
info.hint_string = "shader_parameter/";
groups["<None>"]["<None>"].push_back(info);
vgroups.push_back(Pair<String, LocalVector<String>>("<None>", { "<None>" }));
}
const bool is_uniform_cached = param_cache.has(E->get().name);
bool is_uniform_type_compatible = true;
if (is_uniform_cached) {
// Check if the uniform Variant type changed, for example vec3 to vec4.
const Variant &cached = param_cache.get(E->get().name);
if (cached.is_array()) {
// Allow some array conversions for backwards compatibility.
is_uniform_type_compatible = Variant::can_convert(E->get().type, cached.get_type());
} else {
is_uniform_type_compatible = E->get().type == cached.get_type();
}
#ifndef DISABLE_DEPRECATED
// PackedFloat32Array -> PackedVector4Array conversion.
if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
PackedVector4Array varray;
PackedFloat32Array array = (PackedFloat32Array)cached;
for (int i = 0; i + 3 < array.size(); i += 4) {
varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
}
param_cache.insert(E->get().name, varray);
is_uniform_type_compatible = true;
}
#endif
if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
// Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
// Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.
Object *cached_obj = cached;
if (!cached_obj->is_class(E->get().hint_string)) {
is_uniform_type_compatible = false;
}
}
}
PropertyInfo info = E->get();
info.name = "shader_parameter/" + info.name;
if (!is_uniform_cached || !is_uniform_type_compatible) {
// Property has never been edited or its type changed, retrieve with default value.
Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name);
param_cache.insert(E->get().name, default_value);
remap_cache.insert(info.name, E->get().name);
}
groups[last_group][last_subgroup].push_back(info);
}
for (const Pair<String, LocalVector<String>> &group_pair : vgroups) {
String group = group_pair.first;
for (const String &subgroup : group_pair.second) {
List<PropertyInfo> &prop_infos = groups[group][subgroup];
for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
p_list->push_back(item->get());
}
}
}
}
}
bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {
if (shader.is_valid()) {
if (remap_cache.has(p_name)) {
return true;
}
const String sname = p_name;
return sname == "render_priority" || sname == "next_pass";
}
return false;
}
bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {
if (shader.is_valid()) {
const StringName *pr = remap_cache.getptr(p_name);
if (pr) {
r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
return true;
} else if (p_name == "render_priority") {
r_property = 0;
return true;
} else if (p_name == "next_pass") {
r_property = Variant();
return true;
}
}
return false;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
// Only connect/disconnect the signal when running in the editor.
// This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`)
// does nothing in non-editor builds anyway. See GH-34741 for details.
if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
shader->disconnect_changed(callable_mp(this, &ShaderMaterial::_shader_changed));
}
shader = p_shader;
RID rid;
if (shader.is_valid()) {
rid = shader->get_rid();
if (Engine::get_singleton()->is_editor_hint()) {
shader->connect_changed(callable_mp(this, &ShaderMaterial::_shader_changed));
}
}
RID material_rid = _get_material();
if (material_rid.is_valid()) {
RS::get_singleton()->material_set_shader(material_rid, rid);
}
notify_property_list_changed(); //properties for shader exposed
emit_changed();
}
Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
RID material_rid = _get_material();
if (p_value.get_type() == Variant::NIL) {
param_cache.erase(p_param);
if (material_rid.is_valid()) {
RS::get_singleton()->material_set_param(material_rid, p_param, Variant());
}
} else {
Variant *v = param_cache.getptr(p_param);
if (!v) {
// Never assigned, also update the remap cache.
remap_cache["shader_parameter/" + p_param.operator String()] = p_param;
param_cache.insert(p_param, p_value);
} else {
*v = p_value;
}
if (p_value.get_type() == Variant::OBJECT) {
RID tex_rid = p_value;
if (tex_rid == RID()) {
param_cache.erase(p_param);
if (material_rid.is_valid()) {
RS::get_singleton()->material_set_param(material_rid, p_param, Variant());
}
} else if (material_rid.is_valid()) {
RS::get_singleton()->material_set_param(material_rid, p_param, tex_rid);
}
} else if (material_rid.is_valid()) {
RS::get_singleton()->material_set_param(material_rid, p_param, p_value);
}
}
}
Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {
if (param_cache.has(p_param)) {
return param_cache[p_param];
} else {
return Variant();
}
}
void ShaderMaterial::_shader_changed() {
notify_property_list_changed(); //update all properties
}
void ShaderMaterial::_check_material_rid() const {
MutexLock lock(material_rid_mutex);
if (_get_material().is_null()) {
RID shader_rid = shader.is_valid() ? shader->get_rid() : RID();
RID next_pass_rid;
if (get_next_pass().is_valid()) {
next_pass_rid = get_next_pass()->get_rid();
}
_set_material(RS::get_singleton()->material_create_from_shader(next_pass_rid, get_render_priority(), shader_rid));
for (KeyValue<StringName, Variant> param : param_cache) {
if (param.value.get_type() == Variant::OBJECT) {
RID tex_rid = param.value;
if (tex_rid.is_valid()) {
RS::get_singleton()->material_set_param(_get_material(), param.key, tex_rid);
} else {
RS::get_singleton()->material_set_param(_get_material(), param.key, Variant());
}
} else {
RS::get_singleton()->material_set_param(_get_material(), param.key, param.value);
}
}
}
}
void ShaderMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
ClassDB::bind_method(D_METHOD("set_shader_parameter", "param", "value"), &ShaderMaterial::set_shader_parameter);
ClassDB::bind_method(D_METHOD("get_shader_parameter", "param"), &ShaderMaterial::get_shader_parameter);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
#ifdef TOOLS_ENABLED
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
const String pf = p_function;
if (p_idx == 0 && (pf == "get_shader_parameter" || pf == "set_shader_parameter")) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
shader->get_shader_uniform_list(&pl);
for (const PropertyInfo &E : pl) {
r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
}
}
}
Material::get_argument_options(p_function, p_idx, r_options);
}
#endif
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();
} else {
return Shader::MODE_SPATIAL;
}
}
RID ShaderMaterial::get_rid() const {
_check_material_rid();
return Material::get_rid();
}
RID ShaderMaterial::get_shader_rid() const {
if (shader.is_valid()) {
return shader->get_rid();
} else {
return RID();
}
}
ShaderMaterial::ShaderMaterial() {
// Material RID will be empty until it is required.
}
ShaderMaterial::~ShaderMaterial() {
}
/////////////////////////////////
HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
Mutex BaseMaterial3D::shader_map_mutex;
BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
void BaseMaterial3D::init_shaders() {
shader_names = memnew(ShaderNames);
shader_names->albedo = "albedo";
shader_names->specular = "specular";
shader_names->roughness = "roughness";
shader_names->metallic = "metallic";
shader_names->emission = "emission";
shader_names->emission_energy = "emission_energy";
shader_names->normal_scale = "normal_scale";
shader_names->rim = "rim";
shader_names->rim_tint = "rim_tint";
shader_names->clearcoat = "clearcoat";
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";
shader_names->backlight = "backlight";
shader_names->refraction = "refraction";
shader_names->point_size = "point_size";
shader_names->uv1_scale = "uv1_scale";
shader_names->uv1_offset = "uv1_offset";
shader_names->uv2_scale = "uv2_scale";
shader_names->uv2_offset = "uv2_offset";
shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
shader_names->heightmap_min_layers = "heightmap_min_layers";
shader_names->heightmap_max_layers = "heightmap_max_layers";
shader_names->heightmap_flip = "heightmap_flip";
shader_names->grow = "grow";
shader_names->ao_light_affect = "ao_light_affect";
shader_names->proximity_fade_distance = "proximity_fade_distance";
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";
shader_names->rim_texture_channel = "rim_texture_channel";
shader_names->heightmap_texture_channel = "heightmap_texture_channel";
shader_names->refraction_texture_channel = "refraction_texture_channel";
shader_names->transmittance_color = "transmittance_color";
shader_names->transmittance_depth = "transmittance_depth";
shader_names->transmittance_boost = "transmittance_boost";
shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
shader_names->alpha_hash_scale = "alpha_hash_scale";
shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge";
shader_names->albedo_texture_size = "albedo_texture_size";
}
HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
void BaseMaterial3D::finish_shaders() {
materials_for_2d.clear();
memdelete(shader_names);
shader_names = nullptr;
}
void BaseMaterial3D::_mark_dirty() {
dirty = true;
}
void BaseMaterial3D::_update_shader() {
if (!dirty) {
return;
}
dirty = false;
MaterialKey mk = _compute_key();
if (mk == current_key) {
return; //no update required in the end
}
MutexLock lock(shader_map_mutex);
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
// Deallocate shader which is no longer in use.
RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
shader_rid = shader_map[mk].shader;
shader_map[mk].users++;
if (_get_material().is_valid()) {
RS::get_singleton()->material_set_shader(_get_material(), shader_rid);
}
return;
}
String texfilter_str;
// Force linear filtering for the heightmap texture, as the heightmap effect
// looks broken with nearest-neighbor filtering (with and without Deep Parallax).
String texfilter_height_str;
switch (texture_filter) {
case TEXTURE_FILTER_NEAREST:
texfilter_str = "filter_nearest";
texfilter_height_str = "filter_linear";
break;
case TEXTURE_FILTER_LINEAR:
texfilter_str = "filter_linear";
texfilter_height_str = "filter_linear";
break;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
texfilter_str = "filter_nearest_mipmap";
texfilter_height_str = "filter_linear_mipmap";
break;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
texfilter_str = "filter_linear_mipmap";
texfilter_height_str = "filter_linear_mipmap";
break;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
texfilter_str = "filter_nearest_mipmap_anisotropic";
texfilter_height_str = "filter_linear_mipmap_anisotropic";
break;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
texfilter_str = "filter_linear_mipmap_anisotropic";
texfilter_height_str = "filter_linear_mipmap_anisotropic";
break;
case TEXTURE_FILTER_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_USE_TEXTURE_REPEAT]) {
texfilter_str += ", repeat_enable";
texfilter_height_str += ", repeat_enable";
} else {
texfilter_str += ", repeat_disable";
texfilter_height_str += ", repeat_disable";
}
// 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");
// Define shader type and render mode based on property values.
code += "shader_type spatial;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
code += "blend_mix";
break;
case BLEND_MODE_ADD:
code += "blend_add";
break;
case BLEND_MODE_SUB:
code += "blend_sub";
break;
case BLEND_MODE_MUL:
code += "blend_mul";
break;
case BLEND_MODE_PREMULT_ALPHA:
code += "blend_premul_alpha";
break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
DepthDrawMode ddm = depth_draw_mode;
if (features[FEATURE_REFRACTION]) {
ddm = DEPTH_DRAW_ALWAYS;
}
switch (ddm) {
case DEPTH_DRAW_OPAQUE_ONLY:
code += ", depth_draw_opaque";
break;
case DEPTH_DRAW_ALWAYS:
code += ", depth_draw_always";
break;
case DEPTH_DRAW_DISABLED:
code += ", depth_draw_never";
break;
case DEPTH_DRAW_MAX:
break; // Internal value, skip.
}
switch (cull_mode) {
case CULL_BACK:
code += ", cull_back";
break;
case CULL_FRONT:
code += ", cull_front";
break;
case CULL_DISABLED:
code += ", cull_disabled";
break;
case CULL_MAX:
break; // Internal value, skip.
}
switch (diffuse_mode) {
case DIFFUSE_BURLEY:
code += ", diffuse_burley";
break;
case DIFFUSE_LAMBERT:
code += ", diffuse_lambert";
break;
case DIFFUSE_LAMBERT_WRAP:
code += ", diffuse_lambert_wrap";
break;
case DIFFUSE_TOON:
code += ", diffuse_toon";
break;
case DIFFUSE_MAX:
break; // Internal value, skip.
}
switch (specular_mode) {
case SPECULAR_SCHLICK_GGX:
code += ", specular_schlick_ggx";
break;
case SPECULAR_TOON:
code += ", specular_toon";
break;
case SPECULAR_DISABLED:
code += ", specular_disabled";
break;
case SPECULAR_MAX:
break; // Internal value, skip.
}
if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
code += ", sss_mode_skin";
}
if (shading_mode == SHADING_MODE_UNSHADED) {
code += ", unshaded";
}
if (flags[FLAG_DISABLE_DEPTH_TEST]) {
code += ", depth_test_disabled";
}
if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
code += ", particle_trails";
}
if (shading_mode == SHADING_MODE_PER_VERTEX) {
code += ", vertex_lighting";
}
if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
code += ", shadows_disabled";
}
if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
code += ", ambient_light_disabled";
}
if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
code += ", shadow_to_opacity";
}
if (flags[FLAG_DISABLE_FOG]) {
code += ", fog_disabled";
}
if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
code += ", depth_prepass_alpha";
}
// Although it's technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
// it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
// saturate the MSAA mask.
if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
// Alpha antialiasing is only useful with ALPHA_HASH or ALPHA_SCISSOR.
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
code += ", alpha_to_coverage";
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
code += ", alpha_to_coverage_and_one";
}
}
code += ";\n";
// Generate list of uniforms.
code += vformat(R"(
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, %s;
)",
texfilter_str);
if (grow_enabled) {
code += "uniform float grow : hint_range(-16.0, 16.0, 0.001);\n";
}
if (proximity_fade_enabled) {
code += "uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01);\n";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
code += R"(
uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01);
uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
)";
}
if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && flags[FLAG_UV1_USE_TRIPLANAR]) {
String msg = "MSDF is not supported on triplanar materials. Ignoring MSDF in favor of triplanar mapping.";
if (textures[TEXTURE_ALBEDO].is_valid()) {
WARN_PRINT(vformat("%s (albedo %s): " + msg, get_path(), textures[TEXTURE_ALBEDO]->get_path()));
} else if (!get_path().is_empty()) {
WARN_PRINT(vformat("%s: " + msg, get_path()));
} else {
WARN_PRINT(msg);
}
}
if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0);
uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0);
)";
}
// Alpha scissor is only valid if there is no antialiasing edge.
// Alpha hash is valid whenever, but not with alpha scissor.
if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
code += "uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);\n";
} else if (transparency == TRANSPARENCY_ALPHA_HASH) {
code += "uniform float alpha_hash_scale : hint_range(0.0, 2.0, 0.01);\n";
}
// If alpha antialiasing isn't off, add in the edge variable.
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
(transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
code += R"(
uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);
uniform ivec2 albedo_texture_size;
)";
}
code += "uniform float point_size : hint_range(0.1, 128.0, 0.1);\n";
if (!orm) {
code += vformat(R"(
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, %s;
uniform vec4 metallic_texture_channel;
)",
texfilter_str);
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
code += vformat("uniform sampler2D texture_roughness : hint_roughness_r, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_GREEN: {
code += vformat("uniform sampler2D texture_roughness : hint_roughness_g, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_BLUE: {
code += vformat("uniform sampler2D texture_roughness : hint_roughness_b, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_ALPHA: {
code += vformat("uniform sampler2D texture_roughness : hint_roughness_a, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_GRAYSCALE: {
code += vformat("uniform sampler2D texture_roughness : hint_roughness_gray, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_MAX:
break; // Internal value, skip.
}
code += R"(
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
)";
} else {
code += "uniform sampler2D texture_orm : hint_roughness_g, " + texfilter_str + ";\n";
}
if (billboard_mode == BILLBOARD_PARTICLES) {
code += R"(
uniform int particles_anim_h_frames : hint_range(1, 128);
uniform int particles_anim_v_frames : hint_range(1, 128);
uniform bool particles_anim_loop;
)";
}
if (features[FEATURE_EMISSION]) {
code += vformat(R"(
uniform sampler2D texture_emission : source_color, hint_default_black, %s;
uniform vec4 emission : source_color;
uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
)",
texfilter_str);
}
if (features[FEATURE_REFRACTION]) {
code += vformat(R"(
uniform sampler2D texture_refraction : %s;
uniform float refraction : hint_range(-1.0, 1.0, 0.001);
uniform vec4 refraction_texture_channel;
)",
texfilter_str);
}
if (features[FEATURE_REFRACTION]) {
code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;\n";
}
if (features[FEATURE_REFRACTION] || proximity_fade_enabled) {
code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += vformat(R"(
uniform sampler2D texture_normal : hint_roughness_normal, %s;
uniform float normal_scale : hint_range(-16.0, 16.0);
)",
texfilter_str);
}
if (features[FEATURE_RIM]) {
code += vformat(R"(
uniform float rim : hint_range(0.0, 1.0, 0.01);
uniform float rim_tint : hint_range(0.0, 1.0, 0.01);
uniform sampler2D texture_rim : hint_default_white, %s;
)",
texfilter_str);
}
if (features[FEATURE_CLEARCOAT]) {
code += vformat(R"(
uniform float clearcoat : hint_range(0.0, 1.0, 0.01);
uniform float clearcoat_roughness : hint_range(0.0, 1.0, 0.01);
uniform sampler2D texture_clearcoat : hint_default_white, %s;
)",
texfilter_str);
}
if (features[FEATURE_ANISOTROPY]) {
code += vformat(R"(
uniform float anisotropy_ratio : hint_range(0.0, 1.0, 0.01);
uniform sampler2D texture_flowmap : hint_anisotropy, %s;
)",
texfilter_str);
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += vformat(R"(
uniform sampler2D texture_ambient_occlusion : hint_default_white, %s;
uniform vec4 ao_texture_channel;
uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
)",
texfilter_str);
}
if (features[FEATURE_DETAIL]) {
code += vformat(R"(
uniform sampler2D texture_detail_albedo : source_color, %s;
uniform sampler2D texture_detail_normal : hint_normal, %s;
uniform sampler2D texture_detail_mask : hint_default_white, %s;
)",
texfilter_str, texfilter_str, texfilter_str);
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
code += vformat(R"(
uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01);
uniform sampler2D texture_subsurface_scattering : hint_default_white, %s;
)",
texfilter_str);
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
code += vformat(R"(
uniform vec4 transmittance_color : source_color;
uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001);
uniform sampler2D texture_subsurface_transmittance : hint_default_white, %s;
uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01);
)",
texfilter_str);
}
if (features[FEATURE_BACKLIGHT]) {
code += vformat(R"(
uniform vec4 backlight : source_color;
uniform sampler2D texture_backlight : hint_default_black, %s;
)",
texfilter_str);
}
if (features[FEATURE_HEIGHT_MAPPING]) {
code += vformat(R"(
uniform sampler2D texture_heightmap : hint_default_black, %s;
uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001);
uniform int heightmap_min_layers : hint_range(1, 64);
uniform int heightmap_max_layers : hint_range(1, 64);
uniform vec2 heightmap_flip;
)",
texfilter_height_str);
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "varying vec3 uv1_triplanar_pos;\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "varying vec3 uv2_triplanar_pos;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001);
varying vec3 uv1_power_normal;
)";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += R"(uniform float uv2_blend_sharpness : hint_range(0.0, 150.0, 0.001);
varying vec3 uv2_power_normal;
)";
}
code += R"(
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
)";
// Generate vertex shader.
code += R"(
void vertex() {)";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
code += R"(
// Vertex Color is sRGB: Enabled
if (!OUTPUT_IS_SRGB) {
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)));
}
)";
}
if (flags[FLAG_USE_POINT_SIZE]) {
code += R"(
// Use Point Size: Enabled
POINT_SIZE = point_size;
)";
}
if (shading_mode == SHADING_MODE_PER_VERTEX) {
code += R"(
// Shading Mode: Per Vertex
ROUGHNESS = roughness;
)";
}
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
UV = UV * uv1_scale.xy + uv1_offset.xy;
)";
}
if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
// Don't add a newline if the UV assignment above is already performed,
// so that UV1 and UV2 are closer to each other.
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\n";
}
code += R"( // Detail UV Layer: UV2
UV2 = UV2 * uv2_scale.xy + uv2_offset.xy;
)";
}
switch (billboard_mode) {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
// `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
// This ensures the billboard faces the camera when casting shadows.
code += R"(
// Billboard Mode: Enabled
MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
MAIN_CAM_INV_VIEW_MATRIX[0],
MAIN_CAM_INV_VIEW_MATRIX[1],
MAIN_CAM_INV_VIEW_MATRIX[2],
MODEL_MATRIX[3]);
)";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += R"(
// Billboard Keep Scale: Enabled
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));
)";
}
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_FIXED_Y: {
// `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
// This ensures the billboard faces the camera when casting shadows.
code += R"(
// Billboard Mode: Y-Billboard
MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0),
MODEL_MATRIX[3]);
)";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += R"(
// Billboard Keep Scale: Enabled
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));
)";
}
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_PARTICLES: {
// Make billboard and rotated by rotation.
code += R"(
// Billboard Mode: Particles
mat4 mat_world = mat4(
normalize(INV_VIEW_MATRIX[0]),
normalize(INV_VIEW_MATRIX[1]),
normalize(INV_VIEW_MATRIX[2]),
MODEL_MATRIX[3]);
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));
)";
// Set modelview.
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += R"(
// Billboard Keep Scale: Enabled
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));
)";
}
// Set modelview normal and handle animation.
code += R"(
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
float h_frames = float(particles_anim_h_frames);
float v_frames = float(particles_anim_v_frames);
float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);
float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));
if (!particles_anim_loop) {
particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);
} else {
particle_frame = mod(particle_frame, particle_total_frames);
}
UV /= vec2(h_frames, v_frames);
UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);
)";
} break;
case BILLBOARD_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_FIXED_SIZE]) {
code += R"(
// Fixed Size: Enabled
if (PROJECTION_MATRIX[3][3] != 0.0) {
// Orthogonal matrix; try to do about the same with viewport size.
float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));
// Consistent with vertical FOV (Keep Height).
float sc = (h * 2.0);
MODELVIEW_MATRIX[0] *= sc;
MODELVIEW_MATRIX[1] *= sc;
MODELVIEW_MATRIX[2] *= sc;
} else {
// Scale by depth.
float sc = -(MODELVIEW_MATRIX)[3].z;
MODELVIEW_MATRIX[0] *= sc;
MODELVIEW_MATRIX[1] *= sc;
MODELVIEW_MATRIX[2] *= sc;
}
)";
}
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
// Generate tangent and binormal in world space.
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
code += R"(
vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;
)";
} else {
code += R"(
vec3 normal = NORMAL;
)";
}
code += R"(
TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x);
TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y);
TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z);
)";
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
code += " TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);\n";
} else {
code += " TANGENT = normalize(TANGENT);\n";
}
code += R"(
BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x);
BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y);
BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z);
)";
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
code += " BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);\n";
} else {
code += " BINORMAL = normalize(BINORMAL);\n";
}
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
code += R"(
// UV1 Triplanar: Enabled (with World Triplanar)
uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness));
uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset;
)";
} else {
code += R"(
// UV1 Triplanar: Enabled
uv1_power_normal = pow(abs(NORMAL), vec3(uv1_blend_sharpness));
uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;
)";
}
code += R"( uv1_power_normal /= dot(uv1_power_normal, vec3(1.0));
uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0);
)";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
code += R"(
// UV2 Triplanar: Enabled (with World Triplanar)
uv2_power_normal = pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));
uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv2_scale + uv2_offset;
)";
} else {
code += R"(
// UV2 Triplanar: Enabled
uv2_power_normal = pow(abs(NORMAL), vec3(uv2_blend_sharpness));
uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;
)";
}
code += R"( uv2_power_normal /= dot(uv2_power_normal, vec3(1.0));
uv2_triplanar_pos *= vec3(1.0, -1.0, 1.0);
)";
}
if (grow_enabled) {
code += R"(
// Grow: Enabled
VERTEX += NORMAL * grow;
)";
}
code += "}\n";
if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
float msdf_median(float r, float g, float b, float a) {
return min(max(min(r, g), min(max(r, g), b)), a);
}
)";
}
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
code += R"(
vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
vec4 samp = vec4(0.0);
samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
return samp;
}
)";
}
// Generate fragment shader.
code += R"(
void fragment() {)";
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
vec2 base_uv = UV;
)";
}
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])) {
// Don't add a newline if the UV assignment above is already performed,
// so that UV1 and UV2 are closer to each other.
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "\n";
}
code += R"( vec2 base_uv2 = UV2;
)";
}
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.");
}
}
// Heightmapping isn't supported at the same time as triplanar mapping.
if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
// Binormal is negative due to mikktspace. Flipping it "unflips" it.
code += R"(
{
// Height: Enabled
vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));
)";
if (deep_parallax) {
// Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
code += R"(
// Height Deep Parallax: Enabled
float num_layers = mix(float(heightmap_max_layers), float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));
float layer_depth = 1.0 / num_layers;
float current_layer_depth = 0.0;
vec2 p = view_dir.xy * heightmap_scale * 0.01;
vec2 delta = p / num_layers;
vec2 ofs = base_uv;
)";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " float depth = texture(texture_heightmap, ofs).r;\n";
} else {
code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
code += R"(
float current_depth = 0.0;
while (current_depth < depth) {
ofs -= delta;
)";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " depth = texture(texture_heightmap, ofs).r;\n";
} else {
code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
code += R"(
current_depth += layer_depth;
}
vec2 prev_ofs = ofs + delta;
float after_depth = depth - current_depth;
)";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
} else {
code += " float before_depth = (1.0 - texture(texture_heightmap, prev_ofs).r) - current_depth + layer_depth;\n";
}
code += R"(
float weight = after_depth / (after_depth - before_depth);
ofs = mix(ofs, prev_ofs, weight);
)";
} else {
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " float depth = texture(texture_heightmap, base_uv).r;\n";
} else {
code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\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.
// 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";
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
code += " base_uv2 -= ofs;\n";
}
code += " }\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
code += R"(
// Use Point Size: Enabled
vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
)";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos);
)";
} else {
code += R"(
vec4 albedo_tex = texture(texture_albedo, base_uv);
)";
}
}
if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
{
// Albedo Texture MSDF: Enabled
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,
lessThan(albedo_tex.rgb, vec3(0.0031308)));
vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));
)";
if (flags[FLAG_USE_POINT_SIZE]) {
code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
} else {
code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
}
code += R"(
float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);
float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;
if (msdf_outline_size > 0.0) {
float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;
albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);
} else {
albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);
}
albedo_tex.rgb = vec3(1.0);
}
)";
} else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
code += R"(
// Albedo Texture Force sRGB: Enabled
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)));
)";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
code += R"(
// Vertex Color Use as Albedo: Enabled
albedo_tex *= COLOR;
)";
}
code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (!orm) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), metallic_texture_channel);
)";
} else {
code += R"(
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
)";
}
code += R"( METALLIC = metallic_tex * metallic;
SPECULAR = specular;
)";
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
code += R"(
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
)";
} break;
case TEXTURE_CHANNEL_GREEN: {
code += R"(
vec4 roughness_texture_channel = vec4(0.0, 1.0, 0.0, 0.0);
)";
} break;
case TEXTURE_CHANNEL_BLUE: {
code += R"(
vec4 roughness_texture_channel = vec4(0.0, 0.0, 1.0, 0.0);
)";
} break;
case TEXTURE_CHANNEL_ALPHA: {
code += R"(
vec4 roughness_texture_channel = vec4(0.0, 0.0, 0.0, 1.0);
)";
} break;
case TEXTURE_CHANNEL_GRAYSCALE: {
code += R"(
vec4 roughness_texture_channel = vec4(0.333333, 0.333333, 0.333333, 0.0);
)";
} break;
case TEXTURE_CHANNEL_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " float roughness_tex = dot(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel);\n";
} else {
code += " float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);\n";
}
code += R"( ROUGHNESS = roughness_tex * roughness;
)";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
vec4 orm_tex = triplanar_texture(texture_orm, uv1_power_normal, uv1_triplanar_pos);
)";
} else {
code += R"(
vec4 orm_tex = texture(texture_orm, base_uv);
)";
}
code += R"( ROUGHNESS = orm_tex.g;
METALLIC = orm_tex.b;
)";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += R"(
// Normal Map: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
} else {
code += " NORMAL_MAP = texture(texture_normal, base_uv).rgb;\n";
}
code += " NORMAL_MAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
code += R"(
// Emission: Enabled
)";
if (flags[FLAG_EMISSION_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += " vec3 emission_tex = triplanar_texture(texture_emission, uv2_power_normal, uv2_triplanar_pos).rgb;\n";
} else {
code += " vec3 emission_tex = texture(texture_emission, base_uv2).rgb;\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec3 emission_tex = triplanar_texture(texture_emission, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
} else {
code += " vec3 emission_tex = texture(texture_emission, base_uv).rgb;\n";
}
}
if (emission_op == EMISSION_OP_ADD) {
code += R"( // Emission Operator: Add
EMISSION = (emission.rgb + emission_tex) * emission_energy;
)";
} else {
code += R"( // Emission Operator: Multiply
EMISSION = (emission.rgb * emission_tex) * emission_energy;
)";
}
}
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
code += R"(
// Refraction: Enabled (with normal map texture)
vec3 unpacked_normal = NORMAL_MAP;
unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
vec3 ref_normal = normalize(mix(
NORMAL,
TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,
NORMAL_MAP_DEPTH));
)";
} else {
code += R"(
// Refraction: Enabled
vec3 ref_normal = NORMAL;
)";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
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 += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, base_uv), refraction_texture_channel) * refraction;\n";
}
code += R"(
float ref_amount = 1.0 - albedo.a * albedo_tex.a;
float refraction_depth_tex = textureLod(depth_texture, ref_ofs, 0.0).r;
vec4 refraction_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, refraction_depth_tex, 1.0);
refraction_view_pos.xyz /= refraction_view_pos.w;
// If the depth buffer is lower then the model's Z position, use the refracted UV, otherwise use the normal screen UV.
// At low depth differences, decrease refraction intensity to avoid sudden discontinuities.
EMISSION += textureLod(screen_texture, mix(SCREEN_UV, ref_ofs, smoothstep(0.0, 1.0, VERTEX.z - refraction_view_pos.z)), ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;
ALBEDO *= 1.0 - ref_amount;
// Force transparency on the material (required for refraction).
ALPHA = 1.0;
)";
} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
code += " ALPHA *= albedo.a * albedo_tex.a;\n";
}
if (transparency == TRANSPARENCY_ALPHA_HASH) {
code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
} else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
}
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
}
if (proximity_fade_enabled) {
code += R"(
// Proximity Fade: Enabled
float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
proximity_view_pos.xyz /= proximity_view_pos.w;
ALPHA *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
)";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
// Use the slightly more expensive circular fade (distance to the object) instead of linear
// (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
code += "\n {";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
code += R"(
// Distance Fade: Object Dither
float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
)";
} else {
code += R"(
// Distance Fade: Pixel Dither
float fade_distance = length(VERTEX);
)";
}
code += R"(
// Use interleaved gradient noise, which is fast but still looks good.
const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
// Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {
discard;
}
}
)";
} else {
code += R"(
// Distance Fade: Pixel Alpha
ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);
)";
}
}
if (features[FEATURE_RIM]) {
code += R"(
// Rim: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec2 rim_tex = triplanar_texture(texture_rim, uv1_power_normal, uv1_triplanar_pos).xy;\n";
} else {
code += " vec2 rim_tex = texture(texture_rim, base_uv).xy;\n";
}
code += R"( RIM = rim * rim_tex.x;
RIM_TINT = rim_tint * rim_tex.y;
)";
}
if (features[FEATURE_CLEARCOAT]) {
code += R"(
// Clearcoat: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat, uv1_power_normal, uv1_triplanar_pos).xy;\n";
} else {
code += " vec2 clearcoat_tex = texture(texture_clearcoat, base_uv).xy;\n";
}
code += R"( CLEARCOAT = clearcoat * clearcoat_tex.x;
CLEARCOAT_ROUGHNESS = clearcoat_roughness * clearcoat_tex.y;
)";
}
if (features[FEATURE_ANISOTROPY]) {
code += R"(
// Anisotropy: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap, uv1_power_normal, uv1_triplanar_pos).rga;\n";
} else {
code += " vec3 anisotropy_tex = texture(texture_flowmap, base_uv).rga;\n";
}
code += R"( ANISOTROPY = anisotropy_ratio * anisotropy_tex.b;
ANISOTROPY_FLOW = anisotropy_tex.rg * 2.0 - 1.0;
)";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += R"(
// Ambient Occlusion: Enabled
)";
if (!orm) {
if (flags[FLAG_AO_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv2_power_normal, uv2_triplanar_pos), ao_texture_channel);\n";
} else {
code += " AO = dot(texture(texture_ambient_occlusion, base_uv2), ao_texture_channel);\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv1_power_normal, uv1_triplanar_pos), ao_texture_channel);\n";
} else {
code += " AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);\n";
}
}
} else {
code += " AO = orm_tex.r;\n";
}
code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
code += R"(
// Subsurface Scattering: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " float sss_tex = triplanar_texture(texture_subsurface_scattering, uv1_power_normal, uv1_triplanar_pos).r;\n";
} else {
code += " float sss_tex = texture(texture_subsurface_scattering, base_uv).r;\n";
}
code += " SSS_STRENGTH = subsurface_scattering_strength * sss_tex;\n";
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
code += R"(
// Subsurface Scattering Transmittance: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance, uv1_power_normal, uv1_triplanar_pos);\n";
} else {
code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv);\n";
}
code += " SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex;\n";
code += R"( SSS_TRANSMITTANCE_DEPTH = transmittance_depth;
SSS_TRANSMITTANCE_BOOST = transmittance_boost;
)";
}
if (features[FEATURE_BACKLIGHT]) {
code += R"(
// Backlight: Enabled
)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec3 backlight_tex = triplanar_texture(texture_backlight, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
} else {
code += " vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;\n";
}
code += " BACKLIGHT = (backlight.rgb + backlight_tex);\n";
}
if (features[FEATURE_DETAIL]) {
code += R"(
// Detail: Enabled
)";
const bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
if (triplanar) {
const String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
code += vformat(R"( vec4 detail_tex = triplanar_texture(texture_detail_albedo, %s_power_normal, %s_triplanar_pos);
vec4 detail_norm_tex = triplanar_texture(texture_detail_normal, %s_power_normal, %s_triplanar_pos);
)",
tp_uv, tp_uv, tp_uv, tp_uv);
} else {
const String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
code += vformat(R"( vec4 detail_tex = texture(texture_detail_albedo, %s);
vec4 detail_norm_tex = texture(texture_detail_normal, %s);
)",
det_uv, det_uv);
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask, uv1_power_normal, uv1_triplanar_pos);\n";
} else {
code += " vec4 detail_mask_tex = texture(texture_detail_mask, base_uv);\n";
}
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
code += R"(
// Detail Blend Mode: Mix
vec3 detail = mix(ALBEDO.rgb, detail_tex.rgb, detail_tex.a);
)";
} break;
case BLEND_MODE_ADD: {
code += R"(
// Detail Blend Mode: Add
vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb + detail_tex.rgb, detail_tex.a);
)";
} break;
case BLEND_MODE_SUB: {
code += R"(
// Detail Blend Mode: Subtract
vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb - detail_tex.rgb, detail_tex.a);
)";
} break;
case BLEND_MODE_MUL: {
code += R"(
// Detail Blend Mode: Multiply
vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb * detail_tex.rgb, detail_tex.a);
)";
} break;
case BLEND_MODE_PREMULT_ALPHA: {
// This is unlikely to ever be used for detail textures, and in order for it to function in the editor, another bit must be used in MaterialKey,
// but there are only 5 bits left, so I'm going to leave this disabled unless it's actually requested.
//code += "\tvec3 detail = (1.0-detail_tex.a)*ALBEDO.rgb+detail_tex.rgb;\n";
} break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
code += R"( vec3 detail_norm = mix(NORMAL_MAP, detail_norm_tex.rgb, detail_tex.a);
NORMAL_MAP = mix(NORMAL_MAP, detail_norm, detail_mask_tex.r);
ALBEDO.rgb = mix(ALBEDO.rgb, detail, detail_mask_tex.r);
)";
}
code += "}\n";
ShaderData shader_data;
shader_data.shader = RS::get_singleton()->shader_create_from_code(code);
shader_data.users = 1;
shader_map[mk] = shader_data;
shader_rid = shader_data.shader;
if (_get_material().is_valid()) {
RS::get_singleton()->material_set_shader(_get_material(), shader_rid);
}
}
void BaseMaterial3D::_check_material_rid() {
MutexLock lock(material_rid_mutex);
if (_get_material().is_null()) {
RID next_pass_rid;
if (get_next_pass().is_valid()) {
next_pass_rid = get_next_pass()->get_rid();
}
_set_material(RS::get_singleton()->material_create_from_shader(next_pass_rid, get_render_priority(), shader_rid));
for (KeyValue<StringName, Variant> param : pending_params) {
RS::get_singleton()->material_set_param(_get_material(), param.key, param.value);
}
pending_params.clear();
}
}
void BaseMaterial3D::_material_set_param(const StringName &p_name, const Variant &p_value) {
if (_get_material().is_valid()) {
RS::get_singleton()->material_set_param(_get_material(), p_name, p_value);
} else {
pending_params[p_name] = p_value;
}
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
albedo = p_albedo;
_material_set_param(shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
return albedo;
}
void BaseMaterial3D::set_specular(float p_specular) {
specular = p_specular;
_material_set_param(shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
return specular;
}
void BaseMaterial3D::set_roughness(float p_roughness) {
roughness = p_roughness;
_material_set_param(shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {
return roughness;
}
void BaseMaterial3D::set_metallic(float p_metallic) {
metallic = p_metallic;
_material_set_param(shader_names->metallic, p_metallic);
}
float BaseMaterial3D::get_metallic() const {
return metallic;
}
void BaseMaterial3D::set_emission(const Color &p_emission) {
emission = p_emission;
_material_set_param(shader_names->emission, p_emission);
}
Color BaseMaterial3D::get_emission() const {
return emission;
}
void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
emission_energy_multiplier = p_emission_energy_multiplier;
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
_material_set_param(shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
} else {
_material_set_param(shader_names->emission_energy, p_emission_energy_multiplier);
}
}
float BaseMaterial3D::get_emission_energy_multiplier() const {
return emission_energy_multiplier;
}
void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
emission_intensity = p_emission_intensity;
_material_set_param(shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
float BaseMaterial3D::get_emission_intensity() const {
return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
normal_scale = p_normal_scale;
_material_set_param(shader_names->normal_scale, p_normal_scale);
}
float BaseMaterial3D::get_normal_scale() const {
return normal_scale;
}
void BaseMaterial3D::set_rim(float p_rim) {
rim = p_rim;
_material_set_param(shader_names->rim, p_rim);
}
float BaseMaterial3D::get_rim() const {
return rim;
}
void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
rim_tint = p_rim_tint;
_material_set_param(shader_names->rim_tint, p_rim_tint);
}
float BaseMaterial3D::get_rim_tint() const {
return rim_tint;
}
void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
ao_light_affect = p_ao_light_affect;
_material_set_param(shader_names->ao_light_affect, p_ao_light_affect);
}
float BaseMaterial3D::get_ao_light_affect() const {
return ao_light_affect;
}
void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
clearcoat = p_clearcoat;
_material_set_param(shader_names->clearcoat, p_clearcoat);
}
float BaseMaterial3D::get_clearcoat() const {
return clearcoat;
}
void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
clearcoat_roughness = p_clearcoat_roughness;
_material_set_param(shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
float BaseMaterial3D::get_clearcoat_roughness() const {
return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
anisotropy = p_anisotropy;
_material_set_param(shader_names->anisotropy, p_anisotropy);
}
float BaseMaterial3D::get_anisotropy() const {
return anisotropy;
}
void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
heightmap_scale = p_heightmap_scale;
_material_set_param(shader_names->heightmap_scale, p_heightmap_scale);
}
float BaseMaterial3D::get_heightmap_scale() const {
return heightmap_scale;
}
void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
subsurface_scattering_strength = p_subsurface_scattering_strength;
_material_set_param(shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
}
float BaseMaterial3D::get_subsurface_scattering_strength() const {
return subsurface_scattering_strength;
}
void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
transmittance_color = p_color;
_material_set_param(shader_names->transmittance_color, p_color);
}
Color BaseMaterial3D::get_transmittance_color() const {
return transmittance_color;
}
void BaseMaterial3D::set_transmittance_depth(float p_depth) {
transmittance_depth = p_depth;
_material_set_param(shader_names->transmittance_depth, p_depth);
}
float BaseMaterial3D::get_transmittance_depth() const {
return transmittance_depth;
}
void BaseMaterial3D::set_transmittance_boost(float p_boost) {
transmittance_boost = p_boost;
_material_set_param(shader_names->transmittance_boost, p_boost);
}
float BaseMaterial3D::get_transmittance_boost() const {
return transmittance_boost;
}
void BaseMaterial3D::set_backlight(const Color &p_backlight) {
backlight = p_backlight;
_material_set_param(shader_names->backlight, backlight);
}
Color BaseMaterial3D::get_backlight() const {
return backlight;
}
void BaseMaterial3D::set_refraction(float p_refraction) {
refraction = p_refraction;
_material_set_param(shader_names->refraction, refraction);
}
float BaseMaterial3D::get_refraction() const {
return refraction;
}
void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv) {
return;
}
detail_uv = p_detail_uv;
_mark_dirty();
}
BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
return detail_uv;
}
void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
if (blend_mode == p_mode) {
return;
}
blend_mode = p_mode;
_mark_dirty();
}
BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
return blend_mode;
}
void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
detail_blend_mode = p_mode;
_mark_dirty();
}
BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
return detail_blend_mode;
}
void BaseMaterial3D::set_transparency(Transparency p_transparency) {
if (transparency == p_transparency) {
return;
}
transparency = p_transparency;
_mark_dirty();
notify_property_list_changed();
}
BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
return transparency;
}
void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
if (alpha_antialiasing_mode == p_alpha_aa) {
return;
}
alpha_antialiasing_mode = p_alpha_aa;
_mark_dirty();
notify_property_list_changed();
}
BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
return alpha_antialiasing_mode;
}
void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
if (shading_mode == p_shading_mode) {
return;
}
shading_mode = p_shading_mode;
_mark_dirty();
notify_property_list_changed();
}
BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
return shading_mode;
}
void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
if (depth_draw_mode == p_mode) {
return;
}
depth_draw_mode = p_mode;
_mark_dirty();
}
BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
return depth_draw_mode;
}
void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
if (cull_mode == p_mode) {
return;
}
cull_mode = p_mode;
_mark_dirty();
}
BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
return cull_mode;
}
void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode == p_mode) {
return;
}
diffuse_mode = p_mode;
_mark_dirty();
}
BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
return diffuse_mode;
}
void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
if (specular_mode == p_mode) {
return;
}
specular_mode = p_mode;
_mark_dirty();
}
BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
return specular_mode;
}
void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
if (flags[p_flag] == p_enabled) {
return;
}
flags[p_flag] = p_enabled;
if (
p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
p_flag == FLAG_USE_TEXTURE_REPEAT ||
p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
p_flag == FLAG_USE_POINT_SIZE ||
p_flag == FLAG_UV1_USE_TRIPLANAR ||
p_flag == FLAG_UV2_USE_TRIPLANAR) {
notify_property_list_changed();
}
if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
update_configuration_warning();
}
_mark_dirty();
}
bool BaseMaterial3D::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
if (features[p_feature] == p_enabled) {
return;
}
features[p_feature] = p_enabled;
notify_property_list_changed();
_mark_dirty();
}
bool BaseMaterial3D::get_feature(Feature p_feature) const {
ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
return features[p_feature];
}
void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
Variant rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
_material_set_param(shader_names->texture_names[p_param], rid);
if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
_material_set_param(shader_names->albedo_texture_size, Vector2i(p_texture->get_width(), p_texture->get_height()));
}
notify_property_list_changed();
_mark_dirty();
}
Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
return textures[p_param];
}
Ref<Texture2D> BaseMaterial3D::get_texture_by_name(const StringName &p_name) const {
for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
TextureParam param = TextureParam(i);
if (p_name == shader_names->texture_names[param]) {
return textures[param];
}
}
return Ref<Texture2D>();
}
void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
texture_filter = p_filter;
_mark_dirty();
}
BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
return texture_filter;
}
void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
_validate_feature("emission", FEATURE_EMISSION, p_property);
_validate_feature("rim", FEATURE_RIM, p_property);
_validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
_validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
_validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
_validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
_validate_feature("refraction", FEATURE_REFRACTION, p_property);
_validate_feature("detail", FEATURE_DETAIL, p_property);
if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "grow_amount" && !grow_enabled) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
// you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
// alpha anti aliasiasing is only enabled when you can select aa
const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
// alpha scissor slider isn't needed when alpha antialiasing is enabled
if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
p_property.usage = PROPERTY_USAGE_NONE;
}
// alpha hash scale slider is only needed if transparency is alpha hash
if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {
p_property.usage = PROPERTY_USAGE_NONE;
}
// we can't choose an antialiasing mode if alpha isn't possible
if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name == "blend_mode" && alpha_aa_enabled) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (orm) {
if (p_property.name == "shading_mode") {
// Vertex not supported in ORM mode, since no individual roughness.
p_property.hint_string = "Unshaded,Per-Pixel";
}
if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
} else {
if (p_property.name == "orm_texture") {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
if (shading_mode != SHADING_MODE_PER_PIXEL) {
if (shading_mode != SHADING_MODE_PER_VERTEX) {
//these may still work per vertex
if (p_property.name.begins_with("ao")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("emission")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("metallic")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("rim")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("roughness")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("subsurf_scatter")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
//these definitely only need per pixel
if (p_property.name.begins_with("anisotropy")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("clearcoat")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("normal")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("backlight")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
if (p_property.name.begins_with("transmittance")) {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
}
void BaseMaterial3D::set_point_size(float p_point_size) {
point_size = p_point_size;
_material_set_param(shader_names->point_size, p_point_size);
}
float BaseMaterial3D::get_point_size() const {
return point_size;
}
void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
uv1_scale = p_scale;
_material_set_param(shader_names->uv1_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv1_scale() const {
return uv1_scale;
}
void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
uv1_offset = p_offset;
_material_set_param(shader_names->uv1_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv1_offset() const {
return uv1_offset;
}
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
// Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
_material_set_param(shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
return uv1_triplanar_sharpness;
}
void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
uv2_scale = p_scale;
_material_set_param(shader_names->uv2_scale, p_scale);
}
Vector3 BaseMaterial3D::get_uv2_scale() const {
return uv2_scale;
}
void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
uv2_offset = p_offset;
_material_set_param(shader_names->uv2_offset, p_offset);
}
Vector3 BaseMaterial3D::get_uv2_offset() const {
return uv2_offset;
}
void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
// Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
_material_set_param(shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
return uv2_triplanar_sharpness;
}
void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
billboard_mode = p_mode;
_mark_dirty();
notify_property_list_changed();
}
BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
return billboard_mode;
}
void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
_material_set_param(shader_names->particles_anim_h_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
_material_set_param(shader_names->particles_anim_v_frames, p_frames);
}
int BaseMaterial3D::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
_material_set_param(shader_names->particles_anim_loop, particles_anim_loop);
}
bool BaseMaterial3D::get_particles_anim_loop() const {
return particles_anim_loop;
}
void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
deep_parallax = p_enable;
_mark_dirty();
notify_property_list_changed();
}
bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
return deep_parallax;
}
void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
deep_parallax_min_layers = p_layer;
_material_set_param(shader_names->heightmap_min_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
return deep_parallax_min_layers;
}
void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
deep_parallax_max_layers = p_layer;
_material_set_param(shader_names->heightmap_max_layers, p_layer);
}
int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
return deep_parallax_max_layers;
}
void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
heightmap_parallax_flip_tangent = p_flip;
_material_set_param(shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
return heightmap_parallax_flip_tangent;
}
void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
heightmap_parallax_flip_binormal = p_flip;
_material_set_param(shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
}
bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
return heightmap_parallax_flip_binormal;
}
void BaseMaterial3D::set_grow_enabled(bool p_enable) {
grow_enabled = p_enable;
_mark_dirty();
notify_property_list_changed();
}
bool BaseMaterial3D::is_grow_enabled() const {
return grow_enabled;
}
void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
alpha_scissor_threshold = p_threshold;
_material_set_param(shader_names->alpha_scissor_threshold, p_threshold);
}
float BaseMaterial3D::get_alpha_scissor_threshold() const {
return alpha_scissor_threshold;
}
void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
alpha_hash_scale = p_scale;
_material_set_param(shader_names->alpha_hash_scale, p_scale);
}
float BaseMaterial3D::get_alpha_hash_scale() const {
return alpha_hash_scale;
}
void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {
alpha_antialiasing_edge = p_edge;
_material_set_param(shader_names->alpha_antialiasing_edge, p_edge);
}
float BaseMaterial3D::get_alpha_antialiasing_edge() const {
return alpha_antialiasing_edge;
}
void BaseMaterial3D::set_grow(float p_grow) {
grow = p_grow;
_material_set_param(shader_names->grow, p_grow);
}
float BaseMaterial3D::get_grow() const {
return grow;
}
static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
static const Plane masks[5] = {
Plane(1, 0, 0, 0),
Plane(0, 1, 0, 0),
Plane(0, 0, 1, 0),
Plane(0, 0, 0, 1),
Plane(0.3333333, 0.3333333, 0.3333333, 0),
};
return masks[p_channel];
}
void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
metallic_texture_channel = p_channel;
_material_set_param(shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
return metallic_texture_channel;
}
void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
roughness_texture_channel = p_channel;
_mark_dirty();
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
return roughness_texture_channel;
}
void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
ao_texture_channel = p_channel;
_material_set_param(shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
return ao_texture_channel;
}
void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
refraction_texture_channel = p_channel;
_material_set_param(shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
return refraction_texture_channel;
}
Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) {
uint64_t key = 0;
key |= ((int8_t)p_shaded & 0x01) << 0;
key |= ((int8_t)p_transparency & 0x07) << 1; // Bits 1-3.
key |= ((int8_t)p_double_sided & 0x01) << 4;
key |= ((int8_t)p_billboard & 0x01) << 5;
key |= ((int8_t)p_billboard_y & 0x01) << 6;
key |= ((int8_t)p_msdf & 0x01) << 7;
key |= ((int8_t)p_no_depth & 0x01) << 8;
key |= ((int8_t)p_fixed_size & 0x01) << 9;
key |= ((int8_t)p_filter & 0x07) << 10; // Bits 10-12.
key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; // Bits 13-15.
if (materials_for_2d.has(key)) {
if (r_shader_rid) {
*r_shader_rid = materials_for_2d[key]->get_shader_rid();
}
return materials_for_2d[key];
}
Ref<StandardMaterial3D> material;
material.instantiate();
material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
material->set_transparency(p_transparency);
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_alpha_antialiasing(p_alpha_antialiasing_mode);
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[key] = material;
if (r_shader_rid) {
*r_shader_rid = materials_for_2d[key]->get_shader_rid();
}
return materials_for_2d[key];
}
void BaseMaterial3D::set_on_top_of_alpha() {
set_transparency(TRANSPARENCY_DISABLED);
set_render_priority(RENDER_PRIORITY_MAX);
set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
proximity_fade_enabled = p_enable;
_mark_dirty();
notify_property_list_changed();
}
bool BaseMaterial3D::is_proximity_fade_enabled() const {
return proximity_fade_enabled;
}
void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
proximity_fade_distance = MAX(p_distance, 0.01);
_material_set_param(shader_names->proximity_fade_distance, proximity_fade_distance);
}
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;
_material_set_param(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;
_material_set_param(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;
_mark_dirty();
notify_property_list_changed();
}
BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
return distance_fade;
}
void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
distance_fade_max_distance = p_distance;
_material_set_param(shader_names->distance_fade_max, distance_fade_max_distance);
}
float BaseMaterial3D::get_distance_fade_max_distance() const {
return distance_fade_max_distance;
}
void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
distance_fade_min_distance = p_distance;
_material_set_param(shader_names->distance_fade_min, distance_fade_min_distance);
}
float BaseMaterial3D::get_distance_fade_min_distance() const {
return distance_fade_min_distance;
}
void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
if (emission_op == p_op) {
return;
}
emission_op = p_op;
_mark_dirty();
}
BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
return emission_op;
}
RID BaseMaterial3D::get_rid() const {
const_cast<BaseMaterial3D *>(this)->_update_shader();
const_cast<BaseMaterial3D *>(this)->_check_material_rid();
return _get_material();
}
RID BaseMaterial3D::get_shader_rid() const {
const_cast<BaseMaterial3D *>(this)->_update_shader();
return shader_rid;
}
Shader::Mode BaseMaterial3D::get_shader_mode() const {
return Shader::MODE_SPATIAL;
}
void BaseMaterial3D::_bind_methods() {
static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes");
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing);
ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing);
ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge);
ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge);
ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
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_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);
ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
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_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale);
ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale);
ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled);
ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
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);
ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
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, "0,1,0.001"), "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");
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
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,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_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_fog"), "set_flag", "get_flag", FLAG_DISABLE_FOG);
ADD_GROUP("Vertex Color", "vertex_color");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
ADD_GROUP("Albedo", "albedo_");
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_texture_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_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);
ADD_GROUP("Metallic", "metallic_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC);
ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
ADD_GROUP("Roughness", "roughness_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
ADD_GROUP("Emission", "emission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy_multiplier", "get_emission_energy_multiplier");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_intensity", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:nt"), "set_emission_intensity", "get_emission_intensity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
ADD_GROUP("Normal Map", "normal_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
ADD_GROUP("Rim", "rim_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM);
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_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_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
ADD_GROUP("Ambient Occlusion", "ao_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
ADD_GROUP("Height", "heightmap_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_min_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers");
ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_max_layers", "get_heightmap_deep_parallax_max_layers");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
ADD_GROUP("Subsurface Scattering", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
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_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
ADD_GROUP("Back Lighting", "backlight_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
ADD_GROUP("Refraction", "refraction_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
ADD_GROUP("Detail", "detail_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
ADD_GROUP("UV1", "uv1_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale", PROPERTY_HINT_LINK), "set_uv1_scale", "get_uv1_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
ADD_GROUP("UV2", "uv2_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale", PROPERTY_HINT_LINK), "set_uv2_scale", "get_uv2_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
ADD_GROUP("Sampling", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
ADD_GROUP("Shadows", "");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
ADD_GROUP("Billboard", "billboard_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
ADD_GROUP("Particles Anim", "particles_anim_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
ADD_GROUP("Grow", "grow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001,suffix:m"), "set_grow", "get_grow");
ADD_GROUP("Transform", "");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
ADD_GROUP("Proximity Fade", "proximity_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0.01,4096,0.01,suffix:m"), "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, "0,250,1"), "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,suffix:m"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
BIND_ENUM_CONSTANT(TEXTURE_RIM);
BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
BIND_ENUM_CONSTANT(TEXTURE_ORM);
BIND_ENUM_CONSTANT(TEXTURE_MAX);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
BIND_ENUM_CONSTANT(DETAIL_UV_1);
BIND_ENUM_CONSTANT(DETAIL_UV_2);
BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
BIND_ENUM_CONSTANT(FEATURE_EMISSION);
BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_RIM);
BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
BIND_ENUM_CONSTANT(FEATURE_DETAIL);
BIND_ENUM_CONSTANT(FEATURE_MAX);
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
BIND_ENUM_CONSTANT(CULL_BACK);
BIND_ENUM_CONSTANT(CULL_FRONT);
BIND_ENUM_CONSTANT(CULL_DISABLED);
BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
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_DISABLE_FOG);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
BIND_ENUM_CONSTANT(SPECULAR_TOON);
BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
}
BaseMaterial3D::BaseMaterial3D(bool p_orm) {
orm = p_orm;
// Initialize to the same values as the shader
set_albedo(Color(1.0, 1.0, 1.0, 1.0));
set_specular(0.5);
set_roughness(1.0);
set_metallic(0.0);
set_emission(Color(0, 0, 0));
set_emission_energy_multiplier(1.0);
set_normal_scale(1);
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
set_clearcoat_roughness(0.5);
set_anisotropy(0);
set_heightmap_scale(5.0);
set_subsurface_scattering_strength(0);
set_backlight(Color(0, 0, 0));
set_transmittance_color(Color(1, 1, 1, 1));
set_transmittance_depth(0.1);
set_transmittance_boost(0.0);
set_refraction(0.05);
set_point_size(1);
set_uv1_offset(Vector3(0, 0, 0));
set_uv1_scale(Vector3(1, 1, 1));
set_uv1_triplanar_blend_sharpness(1);
set_uv2_offset(Vector3(0, 0, 0));
set_uv2_scale(Vector3(1, 1, 1));
set_uv2_triplanar_blend_sharpness(1);
set_billboard_mode(BILLBOARD_DISABLED);
set_particles_anim_h_frames(1);
set_particles_anim_v_frames(1);
set_particles_anim_loop(false);
set_transparency(TRANSPARENCY_DISABLED);
set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
// Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default.
// <https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphacutoff>
set_alpha_scissor_threshold(0.5);
set_alpha_hash_scale(1.0);
set_alpha_antialiasing_edge(0.3);
set_proximity_fade_distance(1);
set_distance_fade_min_distance(0);
set_distance_fade_max_distance(10);
set_ao_light_affect(0.0);
set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
set_ao_texture_channel(TEXTURE_CHANNEL_RED);
set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
set_grow(0.0);
set_msdf_pixel_range(4.0);
set_msdf_outline_size(0.0);
set_heightmap_deep_parallax_min_layers(8);
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;
current_key.invalid_key = 1;
_mark_dirty();
}
BaseMaterial3D::~BaseMaterial3D() {
ERR_FAIL_NULL(RS::get_singleton());
{
MutexLock lock(shader_map_mutex);
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
// Deallocate shader which is no longer in use.
RS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
}
if (_get_material().is_valid()) {
RS::get_singleton()->material_set_shader(_get_material(), RID());
}
}
//////////////////////
#ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "flags_transparent") {
bool transparent = p_value;
if (transparent) {
set_transparency(TRANSPARENCY_ALPHA);
}
return true;
} else if (p_name == "flags_unshaded") {
bool unshaded = p_value;
if (unshaded) {
set_shading_mode(SHADING_MODE_UNSHADED);
}
return true;
} else if (p_name == "flags_vertex_lighting") {
bool vertex_lit = p_value;
if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
set_shading_mode(SHADING_MODE_PER_VERTEX);
}
return true;
} else if (p_name == "params_use_alpha_scissor") {
bool use_scissor = p_value;
if (use_scissor) {
set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
}
return true;
} else if (p_name == "params_use_alpha_hash") {
bool use_hash = p_value;
if (use_hash) {
set_transparency(TRANSPARENCY_ALPHA_HASH);
}
return true;
} else if (p_name == "params_depth_draw_mode") {
int mode = p_value;
if (mode == 3) {
set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
}
return true;
} else if (p_name == "depth_enabled") {
bool enabled = p_value;
if (enabled) {
set_feature(FEATURE_HEIGHT_MAPPING, true);
set_flag(FLAG_INVERT_HEIGHTMAP, true);
}
return true;
} else {
static const Pair<const char *, const char *> remaps[] = {
{ "flags_use_shadow_to_opacity", "shadow_to_opacity" },
{ "flags_use_shadow_to_opacity", "shadow_to_opacity" },
{ "flags_no_depth_test", "no_depth_test" },
{ "flags_use_point_size", "use_point_size" },
{ "flags_fixed_size", "fixed_size" },
{ "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" },
{ "flags_do_not_receive_shadows", "disable_receive_shadows" },
{ "flags_disable_ambient_light", "disable_ambient_light" },
{ "params_diffuse_mode", "diffuse_mode" },
{ "params_specular_mode", "specular_mode" },
{ "params_blend_mode", "blend_mode" },
{ "params_cull_mode", "cull_mode" },
{ "params_depth_draw_mode", "params_depth_draw_mode" },
{ "params_point_size", "point_size" },
{ "params_billboard_mode", "billboard_mode" },
{ "params_billboard_keep_scale", "billboard_keep_scale" },
{ "params_grow", "grow" },
{ "params_grow_amount", "grow_amount" },
{ "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
{ "params_alpha_hash_scale", "alpha_hash_scale" },
{ "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
{ "depth_scale", "heightmap_scale" },
{ "depth_deep_parallax", "heightmap_deep_parallax" },
{ "depth_min_layers", "heightmap_min_layers" },
{ "depth_max_layers", "heightmap_max_layers" },
{ "depth_flip_tangent", "heightmap_flip_tangent" },
{ "depth_flip_binormal", "heightmap_flip_binormal" },
{ "depth_texture", "heightmap_texture" },
{ "emission_energy", "emission_energy_multiplier" },
{ nullptr, nullptr },
};
int idx = 0;
while (remaps[idx].first) {
if (p_name == remaps[idx].first) {
set(remaps[idx].second, p_value);
return true;
}
idx++;
}
WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
return true;
}
}
#endif // DISABLE_DEPRECATED
///////////////////////