|
@@ -11,79 +11,79 @@ write vertex, fragment, and light processor functions to affect how objects are
|
|
|
Render modes
|
|
|
^^^^^^^^^^^^
|
|
|
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| Render mode | Description |
|
|
|
-+===============================+========================================================================+
|
|
|
-| **blend_mix** | Mix blend mode (alpha is transparency), default. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **blend_add** | Additive blend mode. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **blend_sub** | Subtractive blend mode. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **blend_mul** | Multiplicative blend mode. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **depth_draw_always** | Always draw depth (opaque and transparent). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **depth_draw_never** | Never draw depth. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **depth_prepass_alpha** | Do opaque depth pre-pass for transparent geometry. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **depth_test_disabled** | Disable depth testing. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **sss_mode_skin** | |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **cull_back** | Cull back-faces (default). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **cull_front** | Cull front-faces. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **cull_disabled** | Culling disabled (double sided). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **wireframe** | Geometry draws using lines. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **diffuse_lambert** | Lambert shading for diffuse (default). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **diffuse_burley** | Burley (Disney PBS) for diffuse. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **diffuse_toon** | Toon shading for diffuse. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **specular_schlick_ggx** | Schlick-GGX for specular (default). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **specular_blinn** | Blinn for specular (compatibility). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **specular_phong** | Phong for specular (compatibility). |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **specular_toon** | Toon for specular. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **specular_disabled** | Disable specular. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **skip_vertex_transform** | VERTEX/NORMAL/etc. need to be transformed manually in vertex function. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **world_vertex_coords** | VERTEX/NORMAL/etc. are modified in world coordinates instead of local. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **ensure_correct_normals** | Use when non-uniform scale is applied to mesh. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **shadows_disabled** | Disable computing shadows in shader. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **ambient_light_disabled** | Disable contribution from ambient light and radiance map. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **shadow_to_opacity** | Lighting modifies the alpha so shadowed areas are opaque and |
|
|
|
-| | non-shadowed areas are transparent. Useful for overlaying shadows onto |
|
|
|
-| | a camera feed in AR. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **vertex_lighting** | Use vertex-based lighting. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **particle_trails** | Enables the trails when used on particles geometry. |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **alpha_to_coverage** | |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
-| **alpha_to_coverage_and_one** | |
|
|
|
-+-------------------------------+------------------------------------------------------------------------+
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| Render mode | Description |
|
|
|
++===============================+======================================================================================================+
|
|
|
+| **blend_mix** | Mix blend mode (alpha is transparency), default. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **blend_add** | Additive blend mode. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **blend_sub** | Subtractive blend mode. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **blend_mul** | Multiplicative blend mode. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **depth_draw_always** | Always draw depth (opaque and transparent). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **depth_draw_never** | Never draw depth. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **depth_prepass_alpha** | Do opaque depth pre-pass for transparent geometry. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **depth_test_disabled** | Disable depth testing. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **sss_mode_skin** | Subsurface Scattering mode for skin. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **cull_back** | Cull back-faces (default). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **cull_front** | Cull front-faces. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **cull_disabled** | Culling disabled (double sided). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **wireframe** | Geometry draws using lines. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **diffuse_lambert** | Lambert shading for diffuse (default). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **diffuse_burley** | Burley (Disney PBS) for diffuse. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **diffuse_toon** | Toon shading for diffuse. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **specular_schlick_ggx** | Schlick-GGX for specular (default). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **specular_blinn** | Blinn for specular (compatibility). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **specular_phong** | Phong for specular (compatibility). |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **specular_toon** | Toon for specular. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **specular_disabled** | Disable specular. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **skip_vertex_transform** | VERTEX/NORMAL/etc. need to be transformed manually in vertex function. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **world_vertex_coords** | VERTEX/NORMAL/etc. are modified in world coordinates instead of local. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **ensure_correct_normals** | Use when non-uniform scale is applied to mesh. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **shadows_disabled** | Disable computing shadows in shader. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **ambient_light_disabled** | Disable contribution from ambient light and radiance map. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **shadow_to_opacity** | Lighting modifies the alpha so shadowed areas are opaque and |
|
|
|
+| | non-shadowed areas are transparent. Useful for overlaying shadows onto |
|
|
|
+| | a camera feed in AR. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **vertex_lighting** | Use vertex-based lighting. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **particle_trails** | Enables the trails when used on particles geometry. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **alpha_to_coverage** | Alpha antialiasing mode, see `here <https://github.com/godotengine/godot/pull/40364>`_ for more. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
+| **alpha_to_coverage_and_one** | Alpha antialiasing mode, see `here <https://github.com/godotengine/godot/pull/40364>`_ for more. |
|
|
|
++-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
|
|
|
Built-ins
|
|
|
^^^^^^^^^
|