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Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.

Juan Linietsky 8 years ago
parent
commit
f4c8c552f9

+ 17 - 1
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1879,6 +1879,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 
 	glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo
 
+	bool use_radiance_map = false;
 	if (!p_shadow && !p_directional_add) {
 		glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info
 
@@ -1892,6 +1893,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true);
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment);
+			use_radiance_map = true;
 		} else {
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, false);
@@ -1966,6 +1968,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
+					state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
 
 					//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
 				} else {
@@ -1981,6 +1984,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
+					state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map);
 
 					if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
 						state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true);
@@ -2163,7 +2167,19 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
 
 	ERR_FAIL_COND(!m);
 
-	bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture);
+	_add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow);
+
+	while (m->next_pass.is_valid()) {
+		m = storage->material_owner.getornull(m->next_pass);
+		if (!m)
+			break;
+		_add_geometry_with_material(p_geometry, p_instance, p_owner, m, p_shadow);
+	}
+}
+
+void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *m, bool p_shadow) {
+
+	bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture || m->shader->spatial.unshaded);
 	bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
 	bool has_alpha = has_base_alpha || has_blend_alpha;
 	bool shadow = false;

+ 2 - 0
drivers/gles3/rasterizer_scene_gles3.h

@@ -769,6 +769,8 @@ public:
 
 	_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow);
 
+	_FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow);
+
 	void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy);
 
 	void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);

+ 20 - 2
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -1870,6 +1870,14 @@ void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_wid
 	material->line_width = p_width;
 }
 
+void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
+
+	Material *material = material_owner.get(p_material);
+	ERR_FAIL_COND(!material);
+
+	material->next_pass = p_next_material;
+}
+
 bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
 
 	Material *material = material_owner.get(p_material);
@@ -1878,7 +1886,11 @@ bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
 		_update_material(material);
 	}
 
-	return material->is_animated_cache;
+	bool animated = material->is_animated_cache;
+	if (!animated && material->next_pass.is_valid()) {
+		animated = material_is_animated(material->next_pass);
+	}
+	return animated;
 }
 bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
 
@@ -1888,7 +1900,13 @@ bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
 		_update_material(material);
 	}
 
-	return material->can_cast_shadow_cache;
+	bool casts_shadows = material->can_cast_shadow_cache;
+
+	if (!casts_shadows && material->next_pass.is_valid()) {
+		casts_shadows = material_casts_shadows(material->next_pass);
+	}
+
+	return casts_shadows;
 }
 
 void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {

+ 3 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -496,6 +496,8 @@ public:
 		Vector<RID> textures;
 		float line_width;
 
+		RID next_pass;
+
 		uint32_t index;
 		uint64_t last_pass;
 
@@ -533,6 +535,7 @@ public:
 	virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
 
 	virtual void material_set_line_width(RID p_material, float p_width);
+	virtual void material_set_next_pass(RID p_material, RID p_next_material);
 
 	virtual bool material_is_animated(RID p_material);
 	virtual bool material_casts_shadows(RID p_material);

+ 5 - 0
drivers/gles3/shader_compiler_gles3.cpp

@@ -791,6 +791,11 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
 	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n";
+	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
 
 	/* PARTICLES SHADER */
 

+ 3 - 1
drivers/gles3/shaders/cubemap_filter.glsl

@@ -204,7 +204,9 @@ vec4 textureDualParaboloidArray(vec3 normal) {
 	vec3 norm = normalize(normal);
 	norm.xy/=1.0+abs(norm.z);
 	norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
-	norm.y+=max(0.0,sign(-norm.z))*0.5;
+	if (norm.z<0) {
+		norm.y=0.5-norm.y+0.5;
+	}
 	return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0);
 
 }

+ 34 - 2
drivers/gles3/shaders/scene.glsl

@@ -775,6 +775,10 @@ LIGHT_SHADER_CODE
 		diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
 	}
 
+#elif defined(DIFFUSE_TOON)
+
+	diffuse += smoothstep(-roughness,roughness,dot(N,L)) * light_color * diffuse_color;
+
 #elif defined(DIFFUSE_BURLEY)
 
 	{
@@ -805,6 +809,34 @@ LIGHT_SHADER_CODE
 
 	if (roughness > 0.0) {
 
+
+		// D
+
+#if defined(SPECULAR_BLINN)
+
+		vec3 H = normalize(V + L);
+		float dotNH = max(dot(N,H), 0.0 );
+		float intensity = pow( dotNH, (1.0-roughness) * 256.0);
+		specular += light_color * intensity;
+
+#elif defined(SPECULAR_PHONG)
+
+		 vec3 R = normalize(-reflect(L,N));
+		 float dotNV = max(0.0,dot(R,V));
+		 float intensity = pow( dotNV, (1.0-roughness) * 256.0);
+		 specular += light_color * intensity;
+
+#elif defined(SPECULAR_TOON)
+
+		vec3 R = normalize(-reflect(L,N));
+		float dotNV = dot(R,V);
+		float mid = 1.0-roughness;
+		float intensity = smoothstep(mid-roughness*0.5,mid+roughness*0.5,dotNV);
+		diffuse += light_color * intensity; //write to diffuse, as in toon shading you generally want no reflection
+
+
+#else
+		// shlick+ggx as default
 		float alpha = roughness * roughness;
 
 		vec3 H = normalize(V + L);
@@ -812,7 +844,6 @@ LIGHT_SHADER_CODE
 		float dotNH = max(dot(N,H), 0.0 );
 		float dotLH = max(dot(L,H), 0.0 );
 
-		// D
 #if defined(LIGHT_USE_ANISOTROPY)
 
 		float aspect = sqrt(1.0-anisotropy*0.9);
@@ -844,6 +875,7 @@ LIGHT_SHADER_CODE
 		float speci = dotNL * D * F * vis;
 
 		specular += speci * light_color * specular_blob_intensity;
+#endif
 
 #if defined(LIGHT_USE_CLEARCOAT)
 		float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
@@ -1686,7 +1718,7 @@ FRAGMENT_SHADER_CODE
 		float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
 
 		//energy conservation
-		vec3 dielectric = vec3(0.034) * 0.5 * 2.0;
+		vec3 dielectric = vec3(0.034) * specular * 2.0;
 		vec3 f0 = mix(dielectric, albedo, metallic);
 		const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
 		const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);

+ 104 - 4
scene/resources/material.cpp

@@ -30,11 +30,36 @@
 #include "material.h"
 #include "scene/scene_string_names.h"
 
+void Material::set_next_pass(const Ref<Material> &p_pass) {
+
+	if (next_pass == p_pass)
+		return;
+
+	next_pass = p_pass;
+	RID next_pass_rid;
+	if (next_pass.is_valid())
+		next_pass_rid = next_pass->get_rid();
+	VS::get_singleton()->material_set_next_pass(material, next_pass_rid);
+}
+
+Ref<Material> Material::get_next_pass() const {
+
+	return next_pass;
+}
+
 RID Material::get_rid() const {
 
 	return material;
 }
 
+void Material::_bind_methods() {
+
+	ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass:Material"), &Material::set_next_pass);
+	ClassDB::bind_method(D_METHOD("get_next_pass:Material"), &Material::get_next_pass);
+
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
+}
+
 Material::Material() {
 
 	material = VisualServer::get_singleton()->material_create();
@@ -207,6 +232,8 @@ void SpatialMaterial::init_shaders() {
 	shader_names->depth_min_layers = "depth_min_layers";
 	shader_names->depth_max_layers = "depth_max_layers";
 
+	shader_names->grow = "grow";
+
 	shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
 	shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
 	shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
@@ -291,6 +318,13 @@ void SpatialMaterial::_update_shader() {
 		case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break;
 		case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break;
 		case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
+		case DIFFUSE_TOON: code += ",diffuse_toon"; break;
+	}
+	switch (specular_mode) {
+		case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break;
+		case SPECULAR_BLINN: code += ",specular_blinn"; break;
+		case SPECULAR_PHONG: code += ",specular_phong"; break;
+		case SPECULAR_TOON: code += ",specular_toon"; break;
 	}
 
 	if (flags[FLAG_UNSHADED]) {
@@ -309,6 +343,9 @@ void SpatialMaterial::_update_shader() {
 	code += "uniform sampler2D texture_albedo : hint_albedo;\n";
 	code += "uniform float specular;\n";
 	code += "uniform float metallic;\n";
+	if (grow_enabled) {
+		code += "uniform float grow;\n";
+	}
 
 	code += "uniform float roughness : hint_range(0,1);\n";
 	code += "uniform float point_size : hint_range(0,128);\n";
@@ -492,6 +529,10 @@ void SpatialMaterial::_update_shader() {
 		code += "\tuv2_world_pos *= vec3(1.0,-1.0, 1.0);\n";
 	}
 
+	if (grow_enabled) {
+		code += "\tVERTEX+=NORMAL*grow;\n";
+	}
+
 	code += "}\n";
 	code += "\n\n";
 	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
@@ -642,7 +683,7 @@ void SpatialMaterial::_update_shader() {
 		} else {
 			code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
 		}
-		code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n";
+		code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
 		code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
 	}
 
@@ -1003,6 +1044,19 @@ SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
 	return diffuse_mode;
 }
 
+void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
+
+	if (specular_mode == p_mode)
+		return;
+
+	specular_mode = p_mode;
+	_queue_shader_change();
+}
+SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
+
+	return specular_mode;
+}
+
 void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
 
 	ERR_FAIL_INDEX(p_flag, FLAG_MAX);
@@ -1075,6 +1129,10 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
 	if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
 		property.usage = 0;
 	}
+
+	if (property.name == "params_grow_amount" && !grow_enabled) {
+		property.usage = 0;
+	}
 }
 
 void SpatialMaterial::set_line_width(float p_line_width) {
@@ -1240,6 +1298,26 @@ int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
 	return deep_parallax_max_layers;
 }
 
+void SpatialMaterial::set_grow_enabled(bool p_enable) {
+	grow_enabled = p_enable;
+	_queue_shader_change();
+	_change_notify();
+}
+
+bool SpatialMaterial::is_grow_enabled() const {
+	return grow_enabled;
+}
+
+void SpatialMaterial::set_grow(float p_grow) {
+	grow = p_grow;
+	VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
+}
+
+float SpatialMaterial::get_grow() const {
+
+	return grow;
+}
+
 void SpatialMaterial::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
@@ -1308,6 +1386,9 @@ void SpatialMaterial::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
 	ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode);
 
+	ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
+	ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
+
 	ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag);
 	ClassDB::bind_method(D_METHOD("get_flag"), &SpatialMaterial::get_flag);
 
@@ -1359,6 +1440,12 @@ void SpatialMaterial::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
 	ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
 
+	ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
+	ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
+
+	ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled);
+	ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::is_grow_enabled);
+
 	ADD_GROUP("Flags", "flags_");
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
@@ -1370,13 +1457,16 @@ void SpatialMaterial::_bind_methods() {
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
 
 	ADD_GROUP("Parameters", "params_");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Lambert,Lambert Wrap,Oren Nayar,Burley"), "set_diffuse_mode", "get_diffuse_mode");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Lambert,Lambert Wrap,Oren Nayar,Burley,Toon"), "set_diffuse_mode", "get_diffuse_mode");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon"), "set_specular_mode", "get_specular_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,10,0.01"), "set_grow", "get_grow");
 	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");
@@ -1458,13 +1548,13 @@ void SpatialMaterial::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "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::REAL, "uv1_triplanar_sharpness"), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
 
 	ADD_GROUP("UV2", "uv2_");
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "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::REAL, "uv2_triplanar_sharpness"), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
 
 	BIND_CONSTANT(TEXTURE_ALBEDO);
 	BIND_CONSTANT(TEXTURE_METALLIC);
@@ -1525,6 +1615,12 @@ void SpatialMaterial::_bind_methods() {
 	BIND_CONSTANT(DIFFUSE_HALF_LAMBERT);
 	BIND_CONSTANT(DIFFUSE_OREN_NAYAR);
 	BIND_CONSTANT(DIFFUSE_BURLEY);
+	BIND_CONSTANT(DIFFUSE_TOON);
+
+	BIND_CONSTANT(SPECULAR_SCHLICK_GGX);
+	BIND_CONSTANT(SPECULAR_BLINN);
+	BIND_CONSTANT(SPECULAR_PHONG);
+	BIND_CONSTANT(SPECULAR_TOON);
 
 	BIND_CONSTANT(BILLBOARD_DISABLED);
 	BIND_CONSTANT(BILLBOARD_ENABLED);
@@ -1564,6 +1660,9 @@ SpatialMaterial::SpatialMaterial()
 	set_particles_anim_v_frames(1);
 	set_particles_anim_loop(false);
 
+	grow_enabled = false;
+	set_grow(0.0);
+
 	deep_parallax = false;
 	set_depth_deep_parallax_min_layers(8);
 	set_depth_deep_parallax_max_layers(32);
@@ -1577,6 +1676,7 @@ SpatialMaterial::SpatialMaterial()
 		flags[i] = 0;
 	}
 	diffuse_mode = DIFFUSE_LAMBERT;
+	specular_mode = SPECULAR_SCHLICK_GGX;
 
 	for (int i = 0; i < FEATURE_MAX; i++) {
 		features[i] = false;

+ 32 - 2
scene/resources/material.h

@@ -47,11 +47,16 @@ class Material : public Resource {
 	OBJ_SAVE_TYPE(Material)
 
 	RID material;
+	Ref<Material> next_pass;
 
 protected:
 	_FORCE_INLINE_ RID _get_material() const { return material; }
+	static void _bind_methods();
 
 public:
+	void set_next_pass(const Ref<Material> &p_pass);
+	Ref<Material> get_next_pass() const;
+
 	virtual RID get_rid() const;
 	Material();
 	virtual ~Material();
@@ -166,6 +171,14 @@ public:
 		DIFFUSE_HALF_LAMBERT,
 		DIFFUSE_OREN_NAYAR,
 		DIFFUSE_BURLEY,
+		DIFFUSE_TOON,
+	};
+
+	enum SpecularMode {
+		SPECULAR_SCHLICK_GGX,
+		SPECULAR_BLINN,
+		SPECULAR_PHONG,
+		SPECULAR_TOON,
 	};
 
 	enum BillboardMode {
@@ -186,10 +199,12 @@ private:
 			uint64_t cull_mode : 2;
 			uint64_t flags : 9;
 			uint64_t detail_blend_mode : 2;
-			uint64_t diffuse_mode : 2;
+			uint64_t diffuse_mode : 3;
+			uint64_t specular_mode : 2;
 			uint64_t invalid_key : 1;
 			uint64_t deep_parallax : 1;
 			uint64_t billboard_mode : 2;
+			uint64_t grow : 1;
 		};
 
 		uint64_t key;
@@ -228,9 +243,10 @@ private:
 		}
 		mk.detail_blend_mode = detail_blend_mode;
 		mk.diffuse_mode = diffuse_mode;
+		mk.specular_mode = specular_mode;
 		mk.billboard_mode = billboard_mode;
 		mk.deep_parallax = deep_parallax ? 1 : 0;
-		;
+		mk.grow = grow_enabled;
 
 		return mk;
 	}
@@ -263,6 +279,7 @@ private:
 		StringName depth_max_layers;
 		StringName uv1_blend_sharpness;
 		StringName uv2_blend_sharpness;
+		StringName grow;
 
 		StringName texture_names[TEXTURE_MAX];
 	};
@@ -294,6 +311,8 @@ private:
 	float refraction;
 	float line_width;
 	float point_size;
+	bool grow_enabled;
+	float grow;
 	int particles_anim_h_frames;
 	int particles_anim_v_frames;
 	bool particles_anim_loop;
@@ -317,6 +336,7 @@ private:
 	DepthDrawMode depth_draw_mode;
 	CullMode cull_mode;
 	bool flags[FLAG_MAX];
+	SpecularMode specular_mode;
 	DiffuseMode diffuse_mode;
 	BillboardMode billboard_mode;
 
@@ -409,6 +429,9 @@ public:
 	void set_diffuse_mode(DiffuseMode p_mode);
 	DiffuseMode get_diffuse_mode() const;
 
+	void set_specular_mode(SpecularMode p_mode);
+	SpecularMode get_specular_mode() const;
+
 	void set_flag(Flags p_flag, bool p_enabled);
 	bool get_flag(Flags p_flag) const;
 
@@ -447,6 +470,12 @@ public:
 	void set_particles_anim_loop(int p_frames);
 	int get_particles_anim_loop() const;
 
+	void set_grow_enabled(bool p_enable);
+	bool is_grow_enabled() const;
+
+	void set_grow(float p_grow);
+	float get_grow() const;
+
 	static void init_shaders();
 	static void finish_shaders();
 	static void flush_changes();
@@ -463,6 +492,7 @@ VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
 VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
 VARIANT_ENUM_CAST(SpatialMaterial::Flags)
 VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
+VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
 VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
 
 //////////////////////

+ 2 - 0
servers/visual/rasterizer.h

@@ -225,6 +225,8 @@ public:
 
 	virtual void material_set_line_width(RID p_material, float p_width) = 0;
 
+	virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
+
 	virtual bool material_is_animated(RID p_material) = 0;
 	virtual bool material_casts_shadows(RID p_material) = 0;
 

+ 6 - 0
servers/visual/shader_types.cpp

@@ -136,6 +136,12 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_half_lambert");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon");
+
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_schlick_ggx");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_blinn");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_phong");
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_toon");
 
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");

+ 1 - 0
servers/visual/visual_server_raster.h

@@ -685,6 +685,7 @@ public:
 	BIND2RC(Variant, material_get_param, RID, const StringName &)
 
 	BIND2(material_set_line_width, RID, float)
+	BIND2(material_set_next_pass, RID, RID)
 
 	/* MESH API */
 

+ 1 - 0
servers/visual/visual_server_wrap_mt.h

@@ -129,6 +129,7 @@ public:
 	FUNC2RC(Variant, material_get_param, RID, const StringName &)
 
 	FUNC2(material_set_line_width, RID, float)
+	FUNC2(material_set_next_pass, RID, RID)
 
 	/* MESH API */
 

+ 1 - 0
servers/visual_server.h

@@ -177,6 +177,7 @@ public:
 	virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
 
 	virtual void material_set_line_width(RID p_material, float p_width) = 0;
+	virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
 
 	/* MESH API */