material.cpp 116 KB

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  1. /*************************************************************************/
  2. /* material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "material.h"
  31. #include "core/config/engine.h"
  32. #include "core/version.h"
  33. #include "scene/main/scene_tree.h"
  34. #include "scene/scene_string_names.h"
  35. void Material::set_next_pass(const Ref<Material> &p_pass) {
  36. for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) {
  37. ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
  38. }
  39. if (next_pass == p_pass) {
  40. return;
  41. }
  42. next_pass = p_pass;
  43. RID next_pass_rid;
  44. if (next_pass.is_valid()) {
  45. next_pass_rid = next_pass->get_rid();
  46. }
  47. RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
  48. }
  49. Ref<Material> Material::get_next_pass() const {
  50. return next_pass;
  51. }
  52. void Material::set_render_priority(int p_priority) {
  53. ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
  54. ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
  55. render_priority = p_priority;
  56. RS::get_singleton()->material_set_render_priority(material, p_priority);
  57. }
  58. int Material::get_render_priority() const {
  59. return render_priority;
  60. }
  61. RID Material::get_rid() const {
  62. return material;
  63. }
  64. void Material::_validate_property(PropertyInfo &property) const {
  65. if (!_can_do_next_pass() && property.name == "next_pass") {
  66. property.usage = PROPERTY_USAGE_NONE;
  67. }
  68. if (!_can_use_render_priority() && property.name == "render_priority") {
  69. property.usage = PROPERTY_USAGE_NONE;
  70. }
  71. }
  72. void Material::inspect_native_shader_code() {
  73. SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
  74. RID shader = get_shader_rid();
  75. if (st && shader.is_valid()) {
  76. st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader);
  77. }
  78. }
  79. void Material::_bind_methods() {
  80. ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
  81. ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
  82. ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
  83. ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
  84. ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
  85. ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
  86. 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");
  87. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
  88. BIND_CONSTANT(RENDER_PRIORITY_MAX);
  89. BIND_CONSTANT(RENDER_PRIORITY_MIN);
  90. }
  91. Material::Material() {
  92. material = RenderingServer::get_singleton()->material_create();
  93. render_priority = 0;
  94. }
  95. Material::~Material() {
  96. RenderingServer::get_singleton()->free(material);
  97. }
  98. ///////////////////////////////////
  99. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  100. if (shader.is_valid()) {
  101. StringName pr = shader->remap_param(p_name);
  102. if (!pr) {
  103. String n = p_name;
  104. if (n.find("param/") == 0) { //backwards compatibility
  105. pr = n.substr(6, n.length());
  106. }
  107. if (n.find("shader_param/") == 0) { //backwards compatibility
  108. pr = n.replace_first("shader_param/", "");
  109. }
  110. }
  111. if (pr) {
  112. set_shader_param(pr, p_value);
  113. return true;
  114. }
  115. }
  116. return false;
  117. }
  118. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  119. if (shader.is_valid()) {
  120. StringName pr = shader->remap_param(p_name);
  121. if (!pr) {
  122. String n = p_name;
  123. if (n.find("param/") == 0) { //backwards compatibility
  124. pr = n.substr(6, n.length());
  125. }
  126. if (n.find("shader_param/") == 0) { //backwards compatibility
  127. pr = n.replace_first("shader_param/", "");
  128. }
  129. }
  130. if (pr) {
  131. const Map<StringName, Variant>::Element *E = param_cache.find(pr);
  132. if (E) {
  133. r_ret = E->get();
  134. } else {
  135. r_ret = Variant();
  136. }
  137. return true;
  138. }
  139. }
  140. return false;
  141. }
  142. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  143. if (!shader.is_null()) {
  144. shader->get_param_list(p_list);
  145. }
  146. }
  147. bool ShaderMaterial::property_can_revert(const String &p_name) {
  148. if (shader.is_valid()) {
  149. StringName pr = shader->remap_param(p_name);
  150. if (pr) {
  151. Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
  152. Variant current_value;
  153. _get(p_name, current_value);
  154. return default_value.get_type() != Variant::NIL && default_value != current_value;
  155. }
  156. }
  157. return false;
  158. }
  159. Variant ShaderMaterial::property_get_revert(const String &p_name) {
  160. Variant r_ret;
  161. if (shader.is_valid()) {
  162. StringName pr = shader->remap_param(p_name);
  163. if (pr) {
  164. r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
  165. }
  166. }
  167. return r_ret;
  168. }
  169. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  170. // Only connect/disconnect the signal when running in the editor.
  171. // This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`)
  172. // does nothing in non-editor builds anyway. See GH-34741 for details.
  173. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
  174. shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
  175. }
  176. shader = p_shader;
  177. RID rid;
  178. if (shader.is_valid()) {
  179. rid = shader->get_rid();
  180. if (Engine::get_singleton()->is_editor_hint()) {
  181. shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
  182. }
  183. }
  184. RS::get_singleton()->material_set_shader(_get_material(), rid);
  185. notify_property_list_changed(); //properties for shader exposed
  186. emit_changed();
  187. }
  188. Ref<Shader> ShaderMaterial::get_shader() const {
  189. return shader;
  190. }
  191. void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
  192. if (p_value.get_type() == Variant::NIL) {
  193. param_cache.erase(p_param);
  194. RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
  195. } else {
  196. param_cache[p_param] = p_value;
  197. if (p_value.get_type() == Variant::OBJECT) {
  198. RID tex_rid = p_value;
  199. if (tex_rid == RID()) {
  200. param_cache.erase(p_param);
  201. RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
  202. } else {
  203. RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
  204. }
  205. } else {
  206. RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
  207. }
  208. }
  209. }
  210. Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
  211. if (param_cache.has(p_param)) {
  212. return param_cache[p_param];
  213. } else {
  214. return Variant();
  215. }
  216. }
  217. void ShaderMaterial::_shader_changed() {
  218. notify_property_list_changed(); //update all properties
  219. }
  220. void ShaderMaterial::_bind_methods() {
  221. ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
  222. ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
  223. ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
  224. ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
  225. ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
  226. ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
  227. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
  228. }
  229. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  230. String f = p_function.operator String();
  231. if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
  232. if (shader.is_valid()) {
  233. List<PropertyInfo> pl;
  234. shader->get_param_list(&pl);
  235. for (const PropertyInfo &E : pl) {
  236. r_options->push_back(E.name.replace_first("shader_param/", "").quote());
  237. }
  238. }
  239. }
  240. Resource::get_argument_options(p_function, p_idx, r_options);
  241. }
  242. bool ShaderMaterial::_can_do_next_pass() const {
  243. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  244. }
  245. bool ShaderMaterial::_can_use_render_priority() const {
  246. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  247. }
  248. Shader::Mode ShaderMaterial::get_shader_mode() const {
  249. if (shader.is_valid()) {
  250. return shader->get_mode();
  251. } else {
  252. return Shader::MODE_SPATIAL;
  253. }
  254. }
  255. RID ShaderMaterial::get_shader_rid() const {
  256. if (shader.is_valid()) {
  257. return shader->get_rid();
  258. } else {
  259. return RID();
  260. }
  261. }
  262. ShaderMaterial::ShaderMaterial() {
  263. }
  264. ShaderMaterial::~ShaderMaterial() {
  265. }
  266. /////////////////////////////////
  267. Mutex BaseMaterial3D::material_mutex;
  268. SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = nullptr;
  269. Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map;
  270. BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
  271. void BaseMaterial3D::init_shaders() {
  272. dirty_materials = memnew(SelfList<BaseMaterial3D>::List);
  273. shader_names = memnew(ShaderNames);
  274. shader_names->albedo = "albedo";
  275. shader_names->specular = "specular";
  276. shader_names->roughness = "roughness";
  277. shader_names->metallic = "metallic";
  278. shader_names->emission = "emission";
  279. shader_names->emission_energy = "emission_energy";
  280. shader_names->normal_scale = "normal_scale";
  281. shader_names->rim = "rim";
  282. shader_names->rim_tint = "rim_tint";
  283. shader_names->clearcoat = "clearcoat";
  284. shader_names->clearcoat_gloss = "clearcoat_gloss";
  285. shader_names->anisotropy = "anisotropy_ratio";
  286. shader_names->heightmap_scale = "heightmap_scale";
  287. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  288. shader_names->backlight = "backlight";
  289. shader_names->refraction = "refraction";
  290. shader_names->point_size = "point_size";
  291. shader_names->uv1_scale = "uv1_scale";
  292. shader_names->uv1_offset = "uv1_offset";
  293. shader_names->uv2_scale = "uv2_scale";
  294. shader_names->uv2_offset = "uv2_offset";
  295. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  296. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  297. shader_names->particles_anim_h_frames = "particles_anim_h_frames";
  298. shader_names->particles_anim_v_frames = "particles_anim_v_frames";
  299. shader_names->particles_anim_loop = "particles_anim_loop";
  300. shader_names->heightmap_min_layers = "heightmap_min_layers";
  301. shader_names->heightmap_max_layers = "heightmap_max_layers";
  302. shader_names->heightmap_flip = "heightmap_flip";
  303. shader_names->grow = "grow";
  304. shader_names->ao_light_affect = "ao_light_affect";
  305. shader_names->proximity_fade_distance = "proximity_fade_distance";
  306. shader_names->distance_fade_min = "distance_fade_min";
  307. shader_names->distance_fade_max = "distance_fade_max";
  308. shader_names->metallic_texture_channel = "metallic_texture_channel";
  309. shader_names->ao_texture_channel = "ao_texture_channel";
  310. shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
  311. shader_names->rim_texture_channel = "rim_texture_channel";
  312. shader_names->heightmap_texture_channel = "heightmap_texture_channel";
  313. shader_names->refraction_texture_channel = "refraction_texture_channel";
  314. shader_names->transmittance_color = "transmittance_color";
  315. shader_names->transmittance_depth = "transmittance_depth";
  316. shader_names->transmittance_boost = "transmittance_boost";
  317. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  318. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  319. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  320. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  321. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  322. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  323. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  324. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  325. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  326. shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
  327. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  328. shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
  329. shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
  330. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  331. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  332. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  333. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  334. shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
  335. shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
  336. shader_names->alpha_hash_scale = "alpha_hash_scale";
  337. shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge";
  338. shader_names->albedo_texture_size = "albedo_texture_size";
  339. }
  340. Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D];
  341. void BaseMaterial3D::finish_shaders() {
  342. for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
  343. materials_for_2d[i].unref();
  344. }
  345. memdelete(dirty_materials);
  346. dirty_materials = nullptr;
  347. memdelete(shader_names);
  348. }
  349. void BaseMaterial3D::_update_shader() {
  350. dirty_materials->remove(&element);
  351. MaterialKey mk = _compute_key();
  352. if (mk == current_key) {
  353. return; //no update required in the end
  354. }
  355. if (shader_map.has(current_key)) {
  356. shader_map[current_key].users--;
  357. if (shader_map[current_key].users == 0) {
  358. //deallocate shader, as it's no longer in use
  359. RS::get_singleton()->free(shader_map[current_key].shader);
  360. shader_map.erase(current_key);
  361. }
  362. }
  363. current_key = mk;
  364. if (shader_map.has(mk)) {
  365. RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  366. shader_map[mk].users++;
  367. return;
  368. }
  369. String texfilter_str;
  370. switch (texture_filter) {
  371. case TEXTURE_FILTER_NEAREST:
  372. texfilter_str = "filter_nearest";
  373. break;
  374. case TEXTURE_FILTER_LINEAR:
  375. texfilter_str = "filter_linear";
  376. break;
  377. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
  378. texfilter_str = "filter_nearest_mipmap";
  379. break;
  380. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
  381. texfilter_str = "filter_linear_mipmap";
  382. break;
  383. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
  384. texfilter_str = "filter_nearest_mipmap_anisotropy";
  385. break;
  386. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
  387. texfilter_str = "filter_linear_mipmap_anisotropy";
  388. break;
  389. case TEXTURE_FILTER_MAX:
  390. break; // Internal value, skip.
  391. }
  392. if (flags[FLAG_USE_TEXTURE_REPEAT]) {
  393. texfilter_str += ",repeat_enable";
  394. } else {
  395. texfilter_str += ",repeat_disable";
  396. }
  397. //must create a shader!
  398. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  399. String code = vformat(
  400. "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
  401. orm ? "ORMMaterial3D" : "StandardMaterial3D");
  402. code += "shader_type spatial;\nrender_mode ";
  403. switch (blend_mode) {
  404. case BLEND_MODE_MIX:
  405. code += "blend_mix";
  406. break;
  407. case BLEND_MODE_ADD:
  408. code += "blend_add";
  409. break;
  410. case BLEND_MODE_SUB:
  411. code += "blend_sub";
  412. break;
  413. case BLEND_MODE_MUL:
  414. code += "blend_mul";
  415. break;
  416. case BLEND_MODE_MAX:
  417. break; // Internal value, skip.
  418. }
  419. DepthDrawMode ddm = depth_draw_mode;
  420. if (features[FEATURE_REFRACTION]) {
  421. ddm = DEPTH_DRAW_ALWAYS;
  422. }
  423. switch (ddm) {
  424. case DEPTH_DRAW_OPAQUE_ONLY:
  425. code += ",depth_draw_opaque";
  426. break;
  427. case DEPTH_DRAW_ALWAYS:
  428. code += ",depth_draw_always";
  429. break;
  430. case DEPTH_DRAW_DISABLED:
  431. code += ",depth_draw_never";
  432. break;
  433. case DEPTH_DRAW_MAX:
  434. break; // Internal value, skip.
  435. }
  436. switch (cull_mode) {
  437. case CULL_BACK:
  438. code += ",cull_back";
  439. break;
  440. case CULL_FRONT:
  441. code += ",cull_front";
  442. break;
  443. case CULL_DISABLED:
  444. code += ",cull_disabled";
  445. break;
  446. case CULL_MAX:
  447. break; // Internal value, skip.
  448. }
  449. switch (diffuse_mode) {
  450. case DIFFUSE_BURLEY:
  451. code += ",diffuse_burley";
  452. break;
  453. case DIFFUSE_LAMBERT:
  454. code += ",diffuse_lambert";
  455. break;
  456. case DIFFUSE_LAMBERT_WRAP:
  457. code += ",diffuse_lambert_wrap";
  458. break;
  459. case DIFFUSE_TOON:
  460. code += ",diffuse_toon";
  461. break;
  462. case DIFFUSE_MAX:
  463. break; // Internal value, skip.
  464. }
  465. switch (specular_mode) {
  466. case SPECULAR_SCHLICK_GGX:
  467. code += ",specular_schlick_ggx";
  468. break;
  469. case SPECULAR_BLINN:
  470. code += ",specular_blinn";
  471. break;
  472. case SPECULAR_PHONG:
  473. code += ",specular_phong";
  474. break;
  475. case SPECULAR_TOON:
  476. code += ",specular_toon";
  477. break;
  478. case SPECULAR_DISABLED:
  479. code += ",specular_disabled";
  480. break;
  481. case SPECULAR_MAX:
  482. break; // Internal value, skip.
  483. }
  484. if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
  485. code += ",sss_mode_skin";
  486. }
  487. if (shading_mode == SHADING_MODE_UNSHADED) {
  488. code += ",unshaded";
  489. }
  490. if (flags[FLAG_DISABLE_DEPTH_TEST]) {
  491. code += ",depth_test_disabled";
  492. }
  493. if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
  494. code += ",particle_trails";
  495. }
  496. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  497. code += ",vertex_lighting";
  498. }
  499. if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
  500. code += ",shadows_disabled";
  501. }
  502. if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
  503. code += ",ambient_light_disabled";
  504. }
  505. if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
  506. code += ",shadow_to_opacity";
  507. }
  508. if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
  509. code += ",depth_prepass_alpha";
  510. }
  511. // Although its technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
  512. // it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
  513. // saturate the MSAA mask
  514. if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  515. // alpha antialiasing is only useful in ALPHA_HASH or ALPHA_SCISSOR
  516. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  517. code += ",alpha_to_coverage";
  518. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  519. code += ",alpha_to_coverage_and_one";
  520. }
  521. }
  522. code += ";\n";
  523. code += "uniform vec4 albedo : hint_color;\n";
  524. code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n";
  525. if (grow_enabled) {
  526. code += "uniform float grow;\n";
  527. }
  528. if (proximity_fade_enabled) {
  529. code += "uniform float proximity_fade_distance;\n";
  530. }
  531. if (distance_fade != DISTANCE_FADE_DISABLED) {
  532. code += "uniform float distance_fade_min;\n";
  533. code += "uniform float distance_fade_max;\n";
  534. }
  535. // alpha scissor is only valid if there is not antialiasing edge
  536. // alpha hash is valid whenever, but not with alpha scissor
  537. if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  538. code += "uniform float alpha_scissor_threshold;\n";
  539. } else if (transparency == TRANSPARENCY_ALPHA_HASH) {
  540. code += "uniform float alpha_hash_scale;\n";
  541. }
  542. // if alpha antialiasing isn't off, add in the edge variable
  543. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
  544. (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
  545. code += "uniform float alpha_antialiasing_edge;\n";
  546. code += "uniform ivec2 albedo_texture_size;\n";
  547. }
  548. code += "uniform float point_size : hint_range(0,128);\n";
  549. //TODO ALL HINTS
  550. if (!orm) {
  551. code += "uniform float roughness : hint_range(0,1);\n";
  552. code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n";
  553. code += "uniform vec4 metallic_texture_channel;\n";
  554. switch (roughness_texture_channel) {
  555. case TEXTURE_CHANNEL_RED: {
  556. code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
  557. } break;
  558. case TEXTURE_CHANNEL_GREEN: {
  559. code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
  560. } break;
  561. case TEXTURE_CHANNEL_BLUE: {
  562. code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
  563. } break;
  564. case TEXTURE_CHANNEL_ALPHA: {
  565. code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";
  566. } break;
  567. case TEXTURE_CHANNEL_GRAYSCALE: {
  568. code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
  569. } break;
  570. case TEXTURE_CHANNEL_MAX:
  571. break; // Internal value, skip.
  572. }
  573. code += "uniform float specular;\n";
  574. code += "uniform float metallic;\n";
  575. } else {
  576. code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
  577. }
  578. if (billboard_mode == BILLBOARD_PARTICLES) {
  579. code += "uniform int particles_anim_h_frames;\n";
  580. code += "uniform int particles_anim_v_frames;\n";
  581. code += "uniform bool particles_anim_loop;\n";
  582. }
  583. if (features[FEATURE_EMISSION]) {
  584. code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n";
  585. code += "uniform vec4 emission : hint_color;\n";
  586. code += "uniform float emission_energy;\n";
  587. }
  588. if (features[FEATURE_REFRACTION]) {
  589. code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
  590. code += "uniform float refraction : hint_range(-16,16);\n";
  591. code += "uniform vec4 refraction_texture_channel;\n";
  592. }
  593. if (features[FEATURE_NORMAL_MAPPING]) {
  594. code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
  595. code += "uniform float normal_scale : hint_range(-16,16);\n";
  596. }
  597. if (features[FEATURE_RIM]) {
  598. code += "uniform float rim : hint_range(0,1);\n";
  599. code += "uniform float rim_tint : hint_range(0,1);\n";
  600. code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n";
  601. }
  602. if (features[FEATURE_CLEARCOAT]) {
  603. code += "uniform float clearcoat : hint_range(0,1);\n";
  604. code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
  605. code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
  606. }
  607. if (features[FEATURE_ANISOTROPY]) {
  608. code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
  609. code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
  610. }
  611. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  612. code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";
  613. code += "uniform vec4 ao_texture_channel;\n";
  614. code += "uniform float ao_light_affect;\n";
  615. }
  616. if (features[FEATURE_DETAIL]) {
  617. code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n";
  618. code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
  619. code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n";
  620. }
  621. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  622. code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
  623. code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
  624. }
  625. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  626. code += "uniform vec4 transmittance_color : hint_color;\n";
  627. code += "uniform float transmittance_depth;\n";
  628. code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n";
  629. code += "uniform float transmittance_boost;\n";
  630. }
  631. if (features[FEATURE_BACKLIGHT]) {
  632. code += "uniform vec4 backlight : hint_color;\n";
  633. code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n";
  634. }
  635. if (features[FEATURE_HEIGHT_MAPPING]) {
  636. code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n";
  637. code += "uniform float heightmap_scale;\n";
  638. code += "uniform int heightmap_min_layers;\n";
  639. code += "uniform int heightmap_max_layers;\n";
  640. code += "uniform vec2 heightmap_flip;\n";
  641. }
  642. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  643. code += "varying vec3 uv1_triplanar_pos;\n";
  644. }
  645. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  646. code += "varying vec3 uv2_triplanar_pos;\n";
  647. }
  648. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  649. code += "uniform float uv1_blend_sharpness;\n";
  650. code += "varying vec3 uv1_power_normal;\n";
  651. }
  652. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  653. code += "uniform float uv2_blend_sharpness;\n";
  654. code += "varying vec3 uv2_power_normal;\n";
  655. }
  656. code += "uniform vec3 uv1_scale;\n";
  657. code += "uniform vec3 uv1_offset;\n";
  658. code += "uniform vec3 uv2_scale;\n";
  659. code += "uniform vec3 uv2_offset;\n";
  660. code += "\n\n";
  661. code += "void vertex() {\n";
  662. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  663. code += " if (!OUTPUT_IS_SRGB) {\n";
  664. code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
  665. code += " }\n";
  666. }
  667. if (flags[FLAG_USE_POINT_SIZE]) {
  668. code += " POINT_SIZE=point_size;\n";
  669. }
  670. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  671. code += " ROUGHNESS=roughness;\n";
  672. }
  673. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  674. code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
  675. }
  676. switch (billboard_mode) {
  677. case BILLBOARD_DISABLED: {
  678. } break;
  679. case BILLBOARD_ENABLED: {
  680. code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
  681. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  682. code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
  683. }
  684. } break;
  685. case BILLBOARD_FIXED_Y: {
  686. code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n";
  687. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  688. code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
  689. }
  690. } break;
  691. case BILLBOARD_PARTICLES: {
  692. //make billboard
  693. code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
  694. //rotate by rotation
  695. code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
  696. //set modelview
  697. code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
  698. //handle animation
  699. code += " float h_frames = float(particles_anim_h_frames);\n";
  700. code += " float v_frames = float(particles_anim_v_frames);\n";
  701. code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
  702. code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
  703. code += " if (!particles_anim_loop) {\n";
  704. code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
  705. code += " } else {\n";
  706. code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
  707. code += " }";
  708. code += " UV /= vec2(h_frames, v_frames);\n";
  709. code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
  710. } break;
  711. case BILLBOARD_MAX:
  712. break; // Internal value, skip.
  713. }
  714. if (flags[FLAG_FIXED_SIZE]) {
  715. code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
  716. //orthogonal matrix, try to do about the same
  717. //with viewport size
  718. code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
  719. code += " float sc = (h * 2.0); //consistent with Y-fov\n";
  720. code += " MODELVIEW_MATRIX[0]*=sc;\n";
  721. code += " MODELVIEW_MATRIX[1]*=sc;\n";
  722. code += " MODELVIEW_MATRIX[2]*=sc;\n";
  723. code += " } else {\n";
  724. //just scale by depth
  725. code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n";
  726. code += " MODELVIEW_MATRIX[0]*=sc;\n";
  727. code += " MODELVIEW_MATRIX[1]*=sc;\n";
  728. code += " MODELVIEW_MATRIX[2]*=sc;\n";
  729. code += " }\n";
  730. }
  731. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  732. code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
  733. }
  734. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  735. //generate tangent and binormal in world space
  736. code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
  737. code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
  738. code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
  739. code += " TANGENT = normalize(TANGENT);\n";
  740. code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
  741. code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
  742. code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
  743. code += " BINORMAL = normalize(BINORMAL);\n";
  744. }
  745. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  746. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  747. code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
  748. code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
  749. } else {
  750. code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
  751. code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
  752. }
  753. code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
  754. code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  755. }
  756. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  757. if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
  758. code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
  759. code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
  760. } else {
  761. code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
  762. code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
  763. }
  764. code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
  765. code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  766. }
  767. if (grow_enabled) {
  768. code += " VERTEX+=NORMAL*grow;\n";
  769. }
  770. code += "}\n";
  771. code += "\n\n";
  772. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  773. code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
  774. code += " vec4 samp=vec4(0.0);\n";
  775. code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
  776. code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
  777. code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
  778. code += " return samp;\n";
  779. code += "}\n";
  780. }
  781. code += "\n\n";
  782. code += "void fragment() {\n";
  783. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  784. code += " vec2 base_uv = UV;\n";
  785. }
  786. 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])) {
  787. code += " vec2 base_uv2 = UV2;\n";
  788. }
  789. if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
  790. // Display both resource name and albedo texture name.
  791. // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
  792. // On the other hand, albedo textures are almost always external to the scene.
  793. if (textures[TEXTURE_ALBEDO].is_valid()) {
  794. 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()));
  795. } else if (!get_path().is_empty()) {
  796. WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
  797. } else {
  798. // Resource wasn't saved yet.
  799. WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
  800. }
  801. }
  802. if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
  803. code += " {\n";
  804. code += " vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
  805. if (deep_parallax) {
  806. code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
  807. code += " float layer_depth = 1.0 / num_layers;\n";
  808. code += " float current_layer_depth = 0.0;\n";
  809. code += " vec2 P = view_dir.xy * heightmap_scale;\n";
  810. code += " vec2 delta = P / num_layers;\n";
  811. code += " vec2 ofs = base_uv;\n";
  812. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  813. code += " float depth = texture(texture_heightmap, ofs).r;\n";
  814. } else {
  815. code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  816. }
  817. code += " float current_depth = 0.0;\n";
  818. code += " while(current_depth < depth) {\n";
  819. code += " ofs -= delta;\n";
  820. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  821. code += " depth = texture(texture_heightmap, ofs).r;\n";
  822. } else {
  823. code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  824. }
  825. code += " current_depth += layer_depth;\n";
  826. code += " }\n";
  827. code += " vec2 prev_ofs = ofs + delta;\n";
  828. code += " float after_depth = depth - current_depth;\n";
  829. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  830. code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
  831. } else {
  832. code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
  833. }
  834. code += " float weight = after_depth / (after_depth - before_depth);\n";
  835. code += " ofs = mix(ofs,prev_ofs,weight);\n";
  836. } else {
  837. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  838. code += " float depth = texture(texture_heightmap, base_uv).r;\n";
  839. } else {
  840. code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
  841. }
  842. // Use offset limiting to improve the appearance of non-deep parallax.
  843. // This reduces the impression of depth, but avoids visible warping in the distance.
  844. code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale;\n";
  845. }
  846. code += " base_uv=ofs;\n";
  847. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  848. code += " base_uv2-=ofs;\n";
  849. }
  850. code += " }\n";
  851. }
  852. if (flags[FLAG_USE_POINT_SIZE]) {
  853. code += " vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
  854. } else {
  855. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  856. code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
  857. } else {
  858. code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
  859. }
  860. }
  861. if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
  862. code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
  863. }
  864. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  865. code += " albedo_tex *= COLOR;\n";
  866. }
  867. code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  868. if (!orm) {
  869. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  870. code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
  871. } else {
  872. code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
  873. }
  874. code += " METALLIC = metallic_tex * metallic;\n";
  875. switch (roughness_texture_channel) {
  876. case TEXTURE_CHANNEL_RED: {
  877. code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
  878. } break;
  879. case TEXTURE_CHANNEL_GREEN: {
  880. code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
  881. } break;
  882. case TEXTURE_CHANNEL_BLUE: {
  883. code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
  884. } break;
  885. case TEXTURE_CHANNEL_ALPHA: {
  886. code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
  887. } break;
  888. case TEXTURE_CHANNEL_GRAYSCALE: {
  889. code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
  890. } break;
  891. case TEXTURE_CHANNEL_MAX:
  892. break; // Internal value, skip.
  893. }
  894. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  895. code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
  896. } else {
  897. code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
  898. }
  899. code += " ROUGHNESS = roughness_tex * roughness;\n";
  900. code += " SPECULAR = specular;\n";
  901. } else {
  902. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  903. code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
  904. } else {
  905. code += " vec4 orm_tex = texture(texture_orm,base_uv);\n";
  906. }
  907. code += " ROUGHNESS = orm_tex.g;\n";
  908. code += " METALLIC = orm_tex.b;\n";
  909. }
  910. if (features[FEATURE_NORMAL_MAPPING]) {
  911. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  912. code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  913. } else {
  914. code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
  915. }
  916. code += " NORMAL_MAP_DEPTH = normal_scale;\n";
  917. }
  918. if (features[FEATURE_EMISSION]) {
  919. if (flags[FLAG_EMISSION_ON_UV2]) {
  920. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  921. code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
  922. } else {
  923. code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
  924. }
  925. } else {
  926. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  927. code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  928. } else {
  929. code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
  930. }
  931. }
  932. if (emission_op == EMISSION_OP_ADD) {
  933. code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
  934. } else {
  935. code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
  936. }
  937. }
  938. if (features[FEATURE_REFRACTION]) {
  939. if (features[FEATURE_NORMAL_MAPPING]) {
  940. code += " vec3 unpacked_normal = NORMAL_MAP;\n";
  941. code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
  942. code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
  943. code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
  944. } else {
  945. code += " vec3 ref_normal = NORMAL;\n";
  946. }
  947. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  948. 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";
  949. } else {
  950. code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
  951. }
  952. code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
  953. code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
  954. code += " ALBEDO *= 1.0 - ref_amount;\n";
  955. code += " ALPHA = 1.0;\n";
  956. } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
  957. code += " ALPHA *= albedo.a * albedo_tex.a;\n";
  958. }
  959. if (transparency == TRANSPARENCY_ALPHA_HASH) {
  960. code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
  961. } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  962. code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
  963. }
  964. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
  965. code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
  966. code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
  967. }
  968. if (proximity_fade_enabled) {
  969. code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
  970. code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
  971. code += " world_pos.xyz/=world_pos.w;\n";
  972. code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
  973. }
  974. if (distance_fade != DISTANCE_FADE_DISABLED) {
  975. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
  976. if (!RenderingServer::get_singleton()->is_low_end()) {
  977. code += " {\n";
  978. if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
  979. code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
  980. } else {
  981. code += " float fade_distance=-VERTEX.z;\n";
  982. }
  983. code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
  984. code += " int x = int(FRAGCOORD.x) % 4;\n";
  985. code += " int y = int(FRAGCOORD.y) % 4;\n";
  986. code += " int index = x + y * 4;\n";
  987. code += " float limit = 0.0;\n\n";
  988. code += " if (x < 8) {\n";
  989. code += " if (index == 0) limit = 0.0625;\n";
  990. code += " if (index == 1) limit = 0.5625;\n";
  991. code += " if (index == 2) limit = 0.1875;\n";
  992. code += " if (index == 3) limit = 0.6875;\n";
  993. code += " if (index == 4) limit = 0.8125;\n";
  994. code += " if (index == 5) limit = 0.3125;\n";
  995. code += " if (index == 6) limit = 0.9375;\n";
  996. code += " if (index == 7) limit = 0.4375;\n";
  997. code += " if (index == 8) limit = 0.25;\n";
  998. code += " if (index == 9) limit = 0.75;\n";
  999. code += " if (index == 10) limit = 0.125;\n";
  1000. code += " if (index == 11) limit = 0.625;\n";
  1001. code += " if (index == 12) limit = 1.0;\n";
  1002. code += " if (index == 13) limit = 0.5;\n";
  1003. code += " if (index == 14) limit = 0.875;\n";
  1004. code += " if (index == 15) limit = 0.375;\n";
  1005. code += " }\n\n";
  1006. code += " if (fade < limit)\n";
  1007. code += " discard;\n";
  1008. code += " }\n\n";
  1009. }
  1010. } else {
  1011. code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
  1012. }
  1013. }
  1014. if (features[FEATURE_RIM]) {
  1015. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1016. code += " vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  1017. } else {
  1018. code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
  1019. }
  1020. code += " RIM = rim*rim_tex.x;";
  1021. code += " RIM_TINT = rim_tint*rim_tex.y;\n";
  1022. }
  1023. if (features[FEATURE_CLEARCOAT]) {
  1024. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1025. code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  1026. } else {
  1027. code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
  1028. }
  1029. code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
  1030. code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
  1031. }
  1032. if (features[FEATURE_ANISOTROPY]) {
  1033. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1034. code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
  1035. } else {
  1036. code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
  1037. }
  1038. code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
  1039. code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
  1040. }
  1041. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  1042. if (!orm) {
  1043. if (flags[FLAG_AO_ON_UV2]) {
  1044. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1045. code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
  1046. } else {
  1047. code += " AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
  1048. }
  1049. } else {
  1050. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1051. code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
  1052. } else {
  1053. code += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
  1054. }
  1055. }
  1056. } else {
  1057. code += " AO = orm_tex.r;\n";
  1058. }
  1059. code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
  1060. }
  1061. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  1062. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1063. code += " float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
  1064. } else {
  1065. code += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
  1066. }
  1067. code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
  1068. }
  1069. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  1070. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1071. code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
  1072. } else {
  1073. code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
  1074. }
  1075. code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
  1076. code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
  1077. code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
  1078. }
  1079. if (features[FEATURE_BACKLIGHT]) {
  1080. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1081. code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  1082. } else {
  1083. code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
  1084. }
  1085. code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n";
  1086. }
  1087. if (features[FEATURE_DETAIL]) {
  1088. bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  1089. if (triplanar) {
  1090. String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  1091. code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  1092. code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  1093. } else {
  1094. String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  1095. code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
  1096. code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
  1097. }
  1098. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1099. code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
  1100. } else {
  1101. code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
  1102. }
  1103. switch (detail_blend_mode) {
  1104. case BLEND_MODE_MIX: {
  1105. code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
  1106. } break;
  1107. case BLEND_MODE_ADD: {
  1108. code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
  1109. } break;
  1110. case BLEND_MODE_SUB: {
  1111. code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
  1112. } break;
  1113. case BLEND_MODE_MUL: {
  1114. code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
  1115. } break;
  1116. case BLEND_MODE_MAX:
  1117. break; // Internal value, skip.
  1118. }
  1119. code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
  1120. code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
  1121. code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
  1122. }
  1123. code += "}\n";
  1124. ShaderData shader_data;
  1125. shader_data.shader = RS::get_singleton()->shader_create();
  1126. shader_data.users = 1;
  1127. RS::get_singleton()->shader_set_code(shader_data.shader, code);
  1128. shader_map[mk] = shader_data;
  1129. RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  1130. }
  1131. void BaseMaterial3D::flush_changes() {
  1132. MutexLock lock(material_mutex);
  1133. while (dirty_materials->first()) {
  1134. dirty_materials->first()->self()->_update_shader();
  1135. }
  1136. }
  1137. void BaseMaterial3D::_queue_shader_change() {
  1138. MutexLock lock(material_mutex);
  1139. if (is_initialized && !element.in_list()) {
  1140. dirty_materials->add(&element);
  1141. }
  1142. }
  1143. bool BaseMaterial3D::_is_shader_dirty() const {
  1144. MutexLock lock(material_mutex);
  1145. return element.in_list();
  1146. }
  1147. void BaseMaterial3D::set_albedo(const Color &p_albedo) {
  1148. albedo = p_albedo;
  1149. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
  1150. }
  1151. Color BaseMaterial3D::get_albedo() const {
  1152. return albedo;
  1153. }
  1154. void BaseMaterial3D::set_specular(float p_specular) {
  1155. specular = p_specular;
  1156. RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
  1157. }
  1158. float BaseMaterial3D::get_specular() const {
  1159. return specular;
  1160. }
  1161. void BaseMaterial3D::set_roughness(float p_roughness) {
  1162. roughness = p_roughness;
  1163. RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
  1164. }
  1165. float BaseMaterial3D::get_roughness() const {
  1166. return roughness;
  1167. }
  1168. void BaseMaterial3D::set_metallic(float p_metallic) {
  1169. metallic = p_metallic;
  1170. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
  1171. }
  1172. float BaseMaterial3D::get_metallic() const {
  1173. return metallic;
  1174. }
  1175. void BaseMaterial3D::set_emission(const Color &p_emission) {
  1176. emission = p_emission;
  1177. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
  1178. }
  1179. Color BaseMaterial3D::get_emission() const {
  1180. return emission;
  1181. }
  1182. void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
  1183. emission_energy = p_emission_energy;
  1184. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
  1185. }
  1186. float BaseMaterial3D::get_emission_energy() const {
  1187. return emission_energy;
  1188. }
  1189. void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
  1190. normal_scale = p_normal_scale;
  1191. RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
  1192. }
  1193. float BaseMaterial3D::get_normal_scale() const {
  1194. return normal_scale;
  1195. }
  1196. void BaseMaterial3D::set_rim(float p_rim) {
  1197. rim = p_rim;
  1198. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
  1199. }
  1200. float BaseMaterial3D::get_rim() const {
  1201. return rim;
  1202. }
  1203. void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
  1204. rim_tint = p_rim_tint;
  1205. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
  1206. }
  1207. float BaseMaterial3D::get_rim_tint() const {
  1208. return rim_tint;
  1209. }
  1210. void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
  1211. ao_light_affect = p_ao_light_affect;
  1212. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
  1213. }
  1214. float BaseMaterial3D::get_ao_light_affect() const {
  1215. return ao_light_affect;
  1216. }
  1217. void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
  1218. clearcoat = p_clearcoat;
  1219. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
  1220. }
  1221. float BaseMaterial3D::get_clearcoat() const {
  1222. return clearcoat;
  1223. }
  1224. void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
  1225. clearcoat_gloss = p_clearcoat_gloss;
  1226. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
  1227. }
  1228. float BaseMaterial3D::get_clearcoat_gloss() const {
  1229. return clearcoat_gloss;
  1230. }
  1231. void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
  1232. anisotropy = p_anisotropy;
  1233. RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
  1234. }
  1235. float BaseMaterial3D::get_anisotropy() const {
  1236. return anisotropy;
  1237. }
  1238. void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
  1239. heightmap_scale = p_heightmap_scale;
  1240. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
  1241. }
  1242. float BaseMaterial3D::get_heightmap_scale() const {
  1243. return heightmap_scale;
  1244. }
  1245. void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  1246. subsurface_scattering_strength = p_subsurface_scattering_strength;
  1247. RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  1248. }
  1249. float BaseMaterial3D::get_subsurface_scattering_strength() const {
  1250. return subsurface_scattering_strength;
  1251. }
  1252. void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
  1253. transmittance_color = p_color;
  1254. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
  1255. }
  1256. Color BaseMaterial3D::get_transmittance_color() const {
  1257. return transmittance_color;
  1258. }
  1259. void BaseMaterial3D::set_transmittance_depth(float p_depth) {
  1260. transmittance_depth = p_depth;
  1261. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
  1262. }
  1263. float BaseMaterial3D::get_transmittance_depth() const {
  1264. return transmittance_depth;
  1265. }
  1266. void BaseMaterial3D::set_transmittance_boost(float p_boost) {
  1267. transmittance_boost = p_boost;
  1268. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
  1269. }
  1270. float BaseMaterial3D::get_transmittance_boost() const {
  1271. return transmittance_boost;
  1272. }
  1273. void BaseMaterial3D::set_backlight(const Color &p_backlight) {
  1274. backlight = p_backlight;
  1275. RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
  1276. }
  1277. Color BaseMaterial3D::get_backlight() const {
  1278. return backlight;
  1279. }
  1280. void BaseMaterial3D::set_refraction(float p_refraction) {
  1281. refraction = p_refraction;
  1282. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
  1283. }
  1284. float BaseMaterial3D::get_refraction() const {
  1285. return refraction;
  1286. }
  1287. void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
  1288. if (detail_uv == p_detail_uv) {
  1289. return;
  1290. }
  1291. detail_uv = p_detail_uv;
  1292. _queue_shader_change();
  1293. }
  1294. BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
  1295. return detail_uv;
  1296. }
  1297. void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
  1298. if (blend_mode == p_mode) {
  1299. return;
  1300. }
  1301. blend_mode = p_mode;
  1302. _queue_shader_change();
  1303. }
  1304. BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
  1305. return blend_mode;
  1306. }
  1307. void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
  1308. detail_blend_mode = p_mode;
  1309. _queue_shader_change();
  1310. }
  1311. BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
  1312. return detail_blend_mode;
  1313. }
  1314. void BaseMaterial3D::set_transparency(Transparency p_transparency) {
  1315. if (transparency == p_transparency) {
  1316. return;
  1317. }
  1318. transparency = p_transparency;
  1319. _queue_shader_change();
  1320. notify_property_list_changed();
  1321. }
  1322. BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
  1323. return transparency;
  1324. }
  1325. void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
  1326. if (alpha_antialiasing_mode == p_alpha_aa) {
  1327. return;
  1328. }
  1329. alpha_antialiasing_mode = p_alpha_aa;
  1330. _queue_shader_change();
  1331. notify_property_list_changed();
  1332. }
  1333. BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
  1334. return alpha_antialiasing_mode;
  1335. }
  1336. void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
  1337. if (shading_mode == p_shading_mode) {
  1338. return;
  1339. }
  1340. shading_mode = p_shading_mode;
  1341. _queue_shader_change();
  1342. notify_property_list_changed();
  1343. }
  1344. BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
  1345. return shading_mode;
  1346. }
  1347. void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
  1348. if (depth_draw_mode == p_mode) {
  1349. return;
  1350. }
  1351. depth_draw_mode = p_mode;
  1352. _queue_shader_change();
  1353. }
  1354. BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
  1355. return depth_draw_mode;
  1356. }
  1357. void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
  1358. if (cull_mode == p_mode) {
  1359. return;
  1360. }
  1361. cull_mode = p_mode;
  1362. _queue_shader_change();
  1363. }
  1364. BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
  1365. return cull_mode;
  1366. }
  1367. void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
  1368. if (diffuse_mode == p_mode) {
  1369. return;
  1370. }
  1371. diffuse_mode = p_mode;
  1372. _queue_shader_change();
  1373. }
  1374. BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
  1375. return diffuse_mode;
  1376. }
  1377. void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
  1378. if (specular_mode == p_mode) {
  1379. return;
  1380. }
  1381. specular_mode = p_mode;
  1382. _queue_shader_change();
  1383. }
  1384. BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
  1385. return specular_mode;
  1386. }
  1387. void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
  1388. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  1389. if (flags[p_flag] == p_enabled) {
  1390. return;
  1391. }
  1392. flags[p_flag] = p_enabled;
  1393. 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) {
  1394. notify_property_list_changed();
  1395. }
  1396. if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
  1397. update_configuration_warning();
  1398. }
  1399. _queue_shader_change();
  1400. }
  1401. bool BaseMaterial3D::get_flag(Flags p_flag) const {
  1402. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  1403. return flags[p_flag];
  1404. }
  1405. void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
  1406. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  1407. if (features[p_feature] == p_enabled) {
  1408. return;
  1409. }
  1410. features[p_feature] = p_enabled;
  1411. notify_property_list_changed();
  1412. _queue_shader_change();
  1413. }
  1414. bool BaseMaterial3D::get_feature(Feature p_feature) const {
  1415. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  1416. return features[p_feature];
  1417. }
  1418. void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
  1419. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  1420. if (get_texture(TEXTURE_ROUGHNESS).is_null() && p_texture.is_valid() && p_param == TEXTURE_ROUGHNESS) {
  1421. // If no roughness texture is currently set, automatically set the recommended value
  1422. // for roughness when using a roughness map.
  1423. set_roughness(1.0);
  1424. }
  1425. if (get_texture(TEXTURE_METALLIC).is_null() && p_texture.is_valid() && p_param == TEXTURE_METALLIC) {
  1426. // If no metallic texture is currently set, automatically set the recommended value
  1427. // for metallic when using a metallic map.
  1428. set_metallic(1.0);
  1429. }
  1430. textures[p_param] = p_texture;
  1431. RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  1432. RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
  1433. if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
  1434. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
  1435. Vector2i(p_texture->get_width(), p_texture->get_height()));
  1436. }
  1437. notify_property_list_changed();
  1438. _queue_shader_change();
  1439. }
  1440. Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
  1441. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
  1442. return textures[p_param];
  1443. }
  1444. Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
  1445. for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
  1446. TextureParam param = TextureParam(i);
  1447. if (p_name == shader_names->texture_names[param]) {
  1448. return textures[param];
  1449. }
  1450. }
  1451. return Ref<Texture2D>();
  1452. }
  1453. void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
  1454. texture_filter = p_filter;
  1455. _queue_shader_change();
  1456. }
  1457. BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
  1458. return texture_filter;
  1459. }
  1460. void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  1461. if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
  1462. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1463. }
  1464. }
  1465. void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &property) const {
  1466. if (property.name.begins_with(text)) {
  1467. property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
  1468. }
  1469. }
  1470. void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
  1471. _validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
  1472. _validate_feature("emission", FEATURE_EMISSION, property);
  1473. _validate_feature("rim", FEATURE_RIM, property);
  1474. _validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
  1475. _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
  1476. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
  1477. _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
  1478. _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property);
  1479. _validate_feature("backlight", FEATURE_BACKLIGHT, property);
  1480. _validate_feature("refraction", FEATURE_REFRACTION, property);
  1481. _validate_feature("detail", FEATURE_DETAIL, property);
  1482. _validate_high_end("refraction", property);
  1483. _validate_high_end("subsurf_scatter", property);
  1484. _validate_high_end("anisotropy", property);
  1485. _validate_high_end("clearcoat", property);
  1486. _validate_high_end("heightmap", property);
  1487. if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  1488. property.usage = PROPERTY_USAGE_NONE;
  1489. }
  1490. if (property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
  1491. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1492. }
  1493. if (property.name == "grow_amount" && !grow_enabled) {
  1494. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1495. }
  1496. if (property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
  1497. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1498. }
  1499. if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
  1500. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1501. }
  1502. if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
  1503. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1504. }
  1505. // you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
  1506. const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
  1507. // alpha anti aliasiasing is only enabled when you can select aa
  1508. const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
  1509. // alpha scissor slider isn't needed when alpha antialiasing is enabled
  1510. if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
  1511. property.usage = PROPERTY_USAGE_NONE;
  1512. }
  1513. // alpha hash scale slider is only needed if transparency is alpha hash
  1514. if (property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
  1515. property.usage = PROPERTY_USAGE_NONE;
  1516. }
  1517. if (property.name == "alpha_antialiasing_mode" && !can_select_aa) {
  1518. property.usage = PROPERTY_USAGE_NONE;
  1519. }
  1520. // we can't choose an antialiasing mode if alpha isn't possible
  1521. if (property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
  1522. property.usage = PROPERTY_USAGE_NONE;
  1523. }
  1524. if (property.name == "blend_mode" && alpha_aa_enabled) {
  1525. property.usage = PROPERTY_USAGE_NONE;
  1526. }
  1527. if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
  1528. property.usage = PROPERTY_USAGE_NONE;
  1529. }
  1530. if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture")) {
  1531. property.usage = PROPERTY_USAGE_NONE;
  1532. }
  1533. if (orm) {
  1534. if (property.name == "shading_mode") {
  1535. // Vertex not supported in ORM mode, since no individual roughness.
  1536. property.hint_string = "Unshaded,Per-Pixel";
  1537. }
  1538. if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
  1539. property.usage = PROPERTY_USAGE_NONE;
  1540. }
  1541. } else {
  1542. if (property.name == "orm_texture") {
  1543. property.usage = PROPERTY_USAGE_NONE;
  1544. }
  1545. }
  1546. if (shading_mode != SHADING_MODE_PER_PIXEL) {
  1547. if (shading_mode != SHADING_MODE_PER_VERTEX) {
  1548. //these may still work per vertex
  1549. if (property.name.begins_with("ao")) {
  1550. property.usage = PROPERTY_USAGE_NONE;
  1551. }
  1552. if (property.name.begins_with("emission")) {
  1553. property.usage = PROPERTY_USAGE_NONE;
  1554. }
  1555. if (property.name.begins_with("metallic")) {
  1556. property.usage = PROPERTY_USAGE_NONE;
  1557. }
  1558. if (property.name.begins_with("rim")) {
  1559. property.usage = PROPERTY_USAGE_NONE;
  1560. }
  1561. if (property.name.begins_with("roughness")) {
  1562. property.usage = PROPERTY_USAGE_NONE;
  1563. }
  1564. if (property.name.begins_with("subsurf_scatter")) {
  1565. property.usage = PROPERTY_USAGE_NONE;
  1566. }
  1567. }
  1568. //these definitely only need per pixel
  1569. if (property.name.begins_with("anisotropy")) {
  1570. property.usage = PROPERTY_USAGE_NONE;
  1571. }
  1572. if (property.name.begins_with("clearcoat")) {
  1573. property.usage = PROPERTY_USAGE_NONE;
  1574. }
  1575. if (property.name.begins_with("normal")) {
  1576. property.usage = PROPERTY_USAGE_NONE;
  1577. }
  1578. if (property.name.begins_with("backlight")) {
  1579. property.usage = PROPERTY_USAGE_NONE;
  1580. }
  1581. if (property.name.begins_with("transmittance")) {
  1582. property.usage = PROPERTY_USAGE_NONE;
  1583. }
  1584. }
  1585. }
  1586. void BaseMaterial3D::set_point_size(float p_point_size) {
  1587. point_size = p_point_size;
  1588. RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
  1589. }
  1590. float BaseMaterial3D::get_point_size() const {
  1591. return point_size;
  1592. }
  1593. void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
  1594. uv1_scale = p_scale;
  1595. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
  1596. }
  1597. Vector3 BaseMaterial3D::get_uv1_scale() const {
  1598. return uv1_scale;
  1599. }
  1600. void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
  1601. uv1_offset = p_offset;
  1602. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
  1603. }
  1604. Vector3 BaseMaterial3D::get_uv1_offset() const {
  1605. return uv1_offset;
  1606. }
  1607. void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  1608. uv1_triplanar_sharpness = p_sharpness;
  1609. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
  1610. }
  1611. float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
  1612. return uv1_triplanar_sharpness;
  1613. }
  1614. void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
  1615. uv2_scale = p_scale;
  1616. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
  1617. }
  1618. Vector3 BaseMaterial3D::get_uv2_scale() const {
  1619. return uv2_scale;
  1620. }
  1621. void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
  1622. uv2_offset = p_offset;
  1623. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
  1624. }
  1625. Vector3 BaseMaterial3D::get_uv2_offset() const {
  1626. return uv2_offset;
  1627. }
  1628. void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  1629. uv2_triplanar_sharpness = p_sharpness;
  1630. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
  1631. }
  1632. float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
  1633. return uv2_triplanar_sharpness;
  1634. }
  1635. void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
  1636. billboard_mode = p_mode;
  1637. _queue_shader_change();
  1638. notify_property_list_changed();
  1639. }
  1640. BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
  1641. return billboard_mode;
  1642. }
  1643. void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
  1644. particles_anim_h_frames = p_frames;
  1645. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
  1646. }
  1647. int BaseMaterial3D::get_particles_anim_h_frames() const {
  1648. return particles_anim_h_frames;
  1649. }
  1650. void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
  1651. particles_anim_v_frames = p_frames;
  1652. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
  1653. }
  1654. int BaseMaterial3D::get_particles_anim_v_frames() const {
  1655. return particles_anim_v_frames;
  1656. }
  1657. void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
  1658. particles_anim_loop = p_loop;
  1659. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
  1660. }
  1661. bool BaseMaterial3D::get_particles_anim_loop() const {
  1662. return particles_anim_loop;
  1663. }
  1664. void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
  1665. deep_parallax = p_enable;
  1666. _queue_shader_change();
  1667. notify_property_list_changed();
  1668. }
  1669. bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
  1670. return deep_parallax;
  1671. }
  1672. void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
  1673. deep_parallax_min_layers = p_layer;
  1674. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
  1675. }
  1676. int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
  1677. return deep_parallax_min_layers;
  1678. }
  1679. void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
  1680. deep_parallax_max_layers = p_layer;
  1681. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
  1682. }
  1683. int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
  1684. return deep_parallax_max_layers;
  1685. }
  1686. void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
  1687. heightmap_parallax_flip_tangent = p_flip;
  1688. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
  1689. }
  1690. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
  1691. return heightmap_parallax_flip_tangent;
  1692. }
  1693. void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
  1694. heightmap_parallax_flip_binormal = p_flip;
  1695. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
  1696. }
  1697. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
  1698. return heightmap_parallax_flip_binormal;
  1699. }
  1700. void BaseMaterial3D::set_grow_enabled(bool p_enable) {
  1701. grow_enabled = p_enable;
  1702. _queue_shader_change();
  1703. notify_property_list_changed();
  1704. }
  1705. bool BaseMaterial3D::is_grow_enabled() const {
  1706. return grow_enabled;
  1707. }
  1708. void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
  1709. alpha_scissor_threshold = p_threshold;
  1710. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
  1711. }
  1712. float BaseMaterial3D::get_alpha_scissor_threshold() const {
  1713. return alpha_scissor_threshold;
  1714. }
  1715. void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
  1716. alpha_hash_scale = p_scale;
  1717. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale);
  1718. }
  1719. float BaseMaterial3D::get_alpha_hash_scale() const {
  1720. return alpha_hash_scale;
  1721. }
  1722. void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {
  1723. alpha_antialiasing_edge = p_edge;
  1724. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge);
  1725. }
  1726. float BaseMaterial3D::get_alpha_antialiasing_edge() const {
  1727. return alpha_antialiasing_edge;
  1728. }
  1729. void BaseMaterial3D::set_grow(float p_grow) {
  1730. grow = p_grow;
  1731. RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
  1732. }
  1733. float BaseMaterial3D::get_grow() const {
  1734. return grow;
  1735. }
  1736. static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
  1737. static const Plane masks[5] = {
  1738. Plane(1, 0, 0, 0),
  1739. Plane(0, 1, 0, 0),
  1740. Plane(0, 0, 1, 0),
  1741. Plane(0, 0, 0, 1),
  1742. Plane(0.3333333, 0.3333333, 0.3333333, 0),
  1743. };
  1744. return masks[p_channel];
  1745. }
  1746. void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
  1747. ERR_FAIL_INDEX(p_channel, 5);
  1748. metallic_texture_channel = p_channel;
  1749. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
  1750. }
  1751. BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
  1752. return metallic_texture_channel;
  1753. }
  1754. void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
  1755. ERR_FAIL_INDEX(p_channel, 5);
  1756. roughness_texture_channel = p_channel;
  1757. _queue_shader_change();
  1758. }
  1759. BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
  1760. return roughness_texture_channel;
  1761. }
  1762. void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
  1763. ERR_FAIL_INDEX(p_channel, 5);
  1764. ao_texture_channel = p_channel;
  1765. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
  1766. }
  1767. BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
  1768. return ao_texture_channel;
  1769. }
  1770. void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
  1771. ERR_FAIL_INDEX(p_channel, 5);
  1772. refraction_texture_channel = p_channel;
  1773. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
  1774. }
  1775. BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
  1776. return refraction_texture_channel;
  1777. }
  1778. Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, RID *r_shader_rid) {
  1779. int version = 0;
  1780. if (p_shaded) {
  1781. version = 1;
  1782. }
  1783. if (p_transparent) {
  1784. version |= 2;
  1785. }
  1786. if (p_cut_alpha) {
  1787. version |= 4;
  1788. }
  1789. if (p_opaque_prepass) {
  1790. version |= 8;
  1791. }
  1792. if (p_double_sided) {
  1793. version |= 16;
  1794. }
  1795. if (p_billboard) {
  1796. version |= 32;
  1797. }
  1798. if (p_billboard_y) {
  1799. version |= 64;
  1800. }
  1801. if (materials_for_2d[version].is_valid()) {
  1802. if (r_shader_rid) {
  1803. *r_shader_rid = materials_for_2d[version]->get_shader_rid();
  1804. }
  1805. return materials_for_2d[version];
  1806. }
  1807. Ref<StandardMaterial3D> material;
  1808. material.instantiate();
  1809. material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
  1810. material->set_transparency(p_transparent ? (p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : (p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA)) : TRANSPARENCY_DISABLED);
  1811. material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
  1812. material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
  1813. material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1814. if (p_billboard || p_billboard_y) {
  1815. material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
  1816. material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
  1817. }
  1818. materials_for_2d[version] = material;
  1819. if (r_shader_rid) {
  1820. *r_shader_rid = materials_for_2d[version]->get_shader_rid();
  1821. }
  1822. return materials_for_2d[version];
  1823. }
  1824. void BaseMaterial3D::set_on_top_of_alpha() {
  1825. set_transparency(TRANSPARENCY_DISABLED);
  1826. set_render_priority(RENDER_PRIORITY_MAX);
  1827. set_flag(FLAG_DISABLE_DEPTH_TEST, true);
  1828. }
  1829. void BaseMaterial3D::set_proximity_fade(bool p_enable) {
  1830. proximity_fade_enabled = p_enable;
  1831. _queue_shader_change();
  1832. notify_property_list_changed();
  1833. }
  1834. bool BaseMaterial3D::is_proximity_fade_enabled() const {
  1835. return proximity_fade_enabled;
  1836. }
  1837. void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
  1838. proximity_fade_distance = p_distance;
  1839. RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
  1840. }
  1841. float BaseMaterial3D::get_proximity_fade_distance() const {
  1842. return proximity_fade_distance;
  1843. }
  1844. void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
  1845. distance_fade = p_mode;
  1846. _queue_shader_change();
  1847. notify_property_list_changed();
  1848. }
  1849. BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
  1850. return distance_fade;
  1851. }
  1852. void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
  1853. distance_fade_max_distance = p_distance;
  1854. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
  1855. }
  1856. float BaseMaterial3D::get_distance_fade_max_distance() const {
  1857. return distance_fade_max_distance;
  1858. }
  1859. void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
  1860. distance_fade_min_distance = p_distance;
  1861. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
  1862. }
  1863. float BaseMaterial3D::get_distance_fade_min_distance() const {
  1864. return distance_fade_min_distance;
  1865. }
  1866. void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
  1867. if (emission_op == p_op) {
  1868. return;
  1869. }
  1870. emission_op = p_op;
  1871. _queue_shader_change();
  1872. }
  1873. BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
  1874. return emission_op;
  1875. }
  1876. RID BaseMaterial3D::get_shader_rid() const {
  1877. MutexLock lock(material_mutex);
  1878. ((BaseMaterial3D *)this)->_update_shader();
  1879. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  1880. return shader_map[current_key].shader;
  1881. }
  1882. Shader::Mode BaseMaterial3D::get_shader_mode() const {
  1883. return Shader::MODE_SPATIAL;
  1884. }
  1885. void BaseMaterial3D::_bind_methods() {
  1886. static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes");
  1887. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
  1888. ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
  1889. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
  1890. ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
  1891. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing);
  1892. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing);
  1893. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge);
  1894. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge);
  1895. ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
  1896. ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
  1897. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
  1898. ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
  1899. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
  1900. ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
  1901. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
  1902. ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
  1903. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
  1904. ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
  1905. ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy);
  1906. ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy);
  1907. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
  1908. ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
  1909. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
  1910. ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
  1911. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
  1912. ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
  1913. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
  1914. ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
  1915. ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss);
  1916. ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss);
  1917. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
  1918. ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
  1919. ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
  1920. ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
  1921. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
  1922. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
  1923. ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
  1924. ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
  1925. ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
  1926. ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
  1927. ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
  1928. ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
  1929. ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
  1930. ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
  1931. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
  1932. ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
  1933. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
  1934. ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
  1935. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
  1936. ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
  1937. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
  1938. ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
  1939. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
  1940. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
  1941. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
  1942. ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
  1943. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
  1944. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
  1945. ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
  1946. ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
  1947. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
  1948. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
  1949. ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
  1950. ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
  1951. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
  1952. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
  1953. ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
  1954. ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
  1955. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
  1956. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
  1957. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
  1958. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
  1959. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
  1960. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
  1961. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
  1962. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
  1963. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
  1964. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
  1965. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
  1966. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
  1967. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
  1968. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
  1969. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
  1970. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
  1971. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
  1972. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
  1973. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
  1974. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
  1975. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
  1976. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
  1977. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
  1978. ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
  1979. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
  1980. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
  1981. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
  1982. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
  1983. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
  1984. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
  1985. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
  1986. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
  1987. ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
  1988. ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
  1989. ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
  1990. ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
  1991. ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
  1992. ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
  1993. ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
  1994. ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
  1995. ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale);
  1996. ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale);
  1997. ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
  1998. ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
  1999. ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
  2000. ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
  2001. ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
  2002. ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
  2003. ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
  2004. ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
  2005. ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
  2006. ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
  2007. ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade);
  2008. ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
  2009. ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
  2010. ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
  2011. ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
  2012. ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
  2013. ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
  2014. ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
  2015. ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
  2016. ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
  2017. ADD_GROUP("Transparency", "");
  2018. ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency");
  2019. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
  2020. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
  2021. ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
  2022. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
  2023. ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_blend_mode", "get_blend_mode");
  2024. ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  2025. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
  2026. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
  2027. ADD_GROUP("Shading", "");
  2028. ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
  2029. ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
  2030. ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
  2031. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
  2032. ADD_GROUP("Vertex Color", "vertex_color");
  2033. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2034. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  2035. ADD_GROUP("Albedo", "albedo_");
  2036. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  2037. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  2038. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2039. ADD_GROUP("ORM", "orm_");
  2040. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
  2041. ADD_GROUP("Metallic", "metallic_");
  2042. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  2043. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  2044. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC);
  2045. ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
  2046. ADD_GROUP("Roughness", "roughness_");
  2047. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  2048. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  2049. ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
  2050. ADD_GROUP("Emission", "emission_");
  2051. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
  2052. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  2053. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy");
  2054. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
  2055. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
  2056. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
  2057. ADD_GROUP("NormalMap", "normal_");
  2058. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  2059. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  2060. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
  2061. ADD_GROUP("Rim", "rim_");
  2062. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
  2063. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  2064. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  2065. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM);
  2066. ADD_GROUP("Clearcoat", "clearcoat_");
  2067. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  2068. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  2069. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
  2070. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  2071. ADD_GROUP("Anisotropy", "anisotropy_");
  2072. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  2073. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  2074. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  2075. ADD_GROUP("Ambient Occlusion", "ao_");
  2076. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  2077. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
  2078. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  2079. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  2080. ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
  2081. ADD_GROUP("Height", "heightmap_");
  2082. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
  2083. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale");
  2084. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
  2085. 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");
  2086. 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");
  2087. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
  2088. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
  2089. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
  2090. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
  2091. ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
  2092. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
  2093. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  2094. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
  2095. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  2096. ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
  2097. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
  2098. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
  2099. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2100. 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");
  2101. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
  2102. ADD_GROUP("Back Lighting", "backlight_");
  2103. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT);
  2104. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
  2105. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
  2106. ADD_GROUP("Refraction", "refraction_");
  2107. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
  2108. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  2109. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  2110. ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
  2111. ADD_GROUP("Detail", "detail_");
  2112. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
  2113. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  2114. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode");
  2115. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  2116. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  2117. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  2118. ADD_GROUP("UV1", "uv1_");
  2119. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
  2120. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  2121. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  2122. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  2123. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
  2124. ADD_GROUP("UV2", "uv2_");
  2125. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
  2126. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  2127. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  2128. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  2129. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
  2130. ADD_GROUP("Sampling", "texture_");
  2131. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropy,Linear Mipmap Anisotropy"), "set_texture_filter", "get_texture_filter");
  2132. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
  2133. ADD_GROUP("Shadows", "");
  2134. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
  2135. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
  2136. ADD_GROUP("Billboard", "billboard_");
  2137. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  2138. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
  2139. ADD_GROUP("Particles Anim", "particles_anim_");
  2140. 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");
  2141. 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");
  2142. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  2143. ADD_GROUP("Grow", "grow_");
  2144. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
  2145. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
  2146. ADD_GROUP("Transform", "");
  2147. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  2148. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  2149. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
  2150. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
  2151. ADD_GROUP("Proximity Fade", "proximity_fade_");
  2152. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
  2153. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
  2154. ADD_GROUP("Distance Fade", "distance_fade_");
  2155. ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
  2156. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
  2157. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
  2158. BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
  2159. BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
  2160. BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
  2161. BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
  2162. BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
  2163. BIND_ENUM_CONSTANT(TEXTURE_RIM);
  2164. BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
  2165. BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
  2166. BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  2167. BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
  2168. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  2169. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2170. BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
  2171. BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
  2172. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
  2173. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  2174. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
  2175. BIND_ENUM_CONSTANT(TEXTURE_ORM);
  2176. BIND_ENUM_CONSTANT(TEXTURE_MAX);
  2177. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
  2178. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
  2179. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  2180. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
  2181. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
  2182. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
  2183. BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
  2184. BIND_ENUM_CONSTANT(DETAIL_UV_1);
  2185. BIND_ENUM_CONSTANT(DETAIL_UV_2);
  2186. BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
  2187. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
  2188. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
  2189. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
  2190. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2191. BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
  2192. BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
  2193. BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
  2194. BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
  2195. BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
  2196. BIND_ENUM_CONSTANT(FEATURE_EMISSION);
  2197. BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
  2198. BIND_ENUM_CONSTANT(FEATURE_RIM);
  2199. BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
  2200. BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
  2201. BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  2202. BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
  2203. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
  2204. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
  2205. BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
  2206. BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
  2207. BIND_ENUM_CONSTANT(FEATURE_DETAIL);
  2208. BIND_ENUM_CONSTANT(FEATURE_MAX);
  2209. BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
  2210. BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
  2211. BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
  2212. BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
  2213. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
  2214. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  2215. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  2216. BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  2217. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
  2218. BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
  2219. BIND_ENUM_CONSTANT(CULL_BACK);
  2220. BIND_ENUM_CONSTANT(CULL_FRONT);
  2221. BIND_ENUM_CONSTANT(CULL_DISABLED);
  2222. BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
  2223. BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2224. BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
  2225. BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
  2226. BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
  2227. BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
  2228. BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
  2229. BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
  2230. BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
  2231. BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
  2232. BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
  2233. BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
  2234. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2235. BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
  2236. BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
  2237. BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
  2238. BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
  2239. BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
  2240. BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
  2241. BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
  2242. BIND_ENUM_CONSTANT(FLAG_MAX);
  2243. BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
  2244. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
  2245. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
  2246. BIND_ENUM_CONSTANT(DIFFUSE_TOON);
  2247. BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
  2248. BIND_ENUM_CONSTANT(SPECULAR_BLINN);
  2249. BIND_ENUM_CONSTANT(SPECULAR_PHONG);
  2250. BIND_ENUM_CONSTANT(SPECULAR_TOON);
  2251. BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
  2252. BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
  2253. BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
  2254. BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
  2255. BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
  2256. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
  2257. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
  2258. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
  2259. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
  2260. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
  2261. BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
  2262. BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
  2263. BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
  2264. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
  2265. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
  2266. BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
  2267. }
  2268. BaseMaterial3D::BaseMaterial3D(bool p_orm) :
  2269. element(this) {
  2270. orm = p_orm;
  2271. // Initialize to the same values as the shader
  2272. set_albedo(Color(1.0, 1.0, 1.0, 1.0));
  2273. set_specular(0.5);
  2274. set_roughness(1.0);
  2275. set_metallic(0.0);
  2276. set_emission(Color(0, 0, 0));
  2277. set_emission_energy(1.0);
  2278. set_normal_scale(1);
  2279. set_rim(1.0);
  2280. set_rim_tint(0.5);
  2281. set_clearcoat(1);
  2282. set_clearcoat_gloss(0.5);
  2283. set_anisotropy(0);
  2284. set_heightmap_scale(0.05);
  2285. set_subsurface_scattering_strength(0);
  2286. set_backlight(Color(0, 0, 0));
  2287. set_transmittance_color(Color(1, 1, 1, 1));
  2288. set_transmittance_depth(0.1);
  2289. set_transmittance_boost(0.0);
  2290. set_refraction(0.05);
  2291. set_point_size(1);
  2292. set_uv1_offset(Vector3(0, 0, 0));
  2293. set_uv1_scale(Vector3(1, 1, 1));
  2294. set_uv1_triplanar_blend_sharpness(1);
  2295. set_uv2_offset(Vector3(0, 0, 0));
  2296. set_uv2_scale(Vector3(1, 1, 1));
  2297. set_uv2_triplanar_blend_sharpness(1);
  2298. set_billboard_mode(BILLBOARD_DISABLED);
  2299. set_particles_anim_h_frames(1);
  2300. set_particles_anim_v_frames(1);
  2301. set_particles_anim_loop(false);
  2302. set_transparency(TRANSPARENCY_DISABLED);
  2303. set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
  2304. set_alpha_scissor_threshold(0.05);
  2305. set_alpha_hash_scale(1.0);
  2306. set_alpha_antialiasing_edge(0.3);
  2307. set_proximity_fade_distance(1);
  2308. set_distance_fade_min_distance(0);
  2309. set_distance_fade_max_distance(10);
  2310. set_ao_light_affect(0.0);
  2311. set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
  2312. set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
  2313. set_ao_texture_channel(TEXTURE_CHANNEL_RED);
  2314. set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
  2315. set_grow(0.0);
  2316. set_heightmap_deep_parallax_min_layers(8);
  2317. set_heightmap_deep_parallax_max_layers(32);
  2318. set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
  2319. flags[FLAG_USE_TEXTURE_REPEAT] = true;
  2320. is_initialized = true;
  2321. _queue_shader_change();
  2322. }
  2323. BaseMaterial3D::~BaseMaterial3D() {
  2324. MutexLock lock(material_mutex);
  2325. if (shader_map.has(current_key)) {
  2326. shader_map[current_key].users--;
  2327. if (shader_map[current_key].users == 0) {
  2328. //deallocate shader, as it's no longer in use
  2329. RS::get_singleton()->free(shader_map[current_key].shader);
  2330. shader_map.erase(current_key);
  2331. }
  2332. RS::get_singleton()->material_set_shader(_get_material(), RID());
  2333. }
  2334. }
  2335. //////////////////////
  2336. #ifndef DISABLE_DEPRECATED
  2337. // Kept for compatibility from 3.x to 4.0.
  2338. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
  2339. if (p_name == "flags_transparent") {
  2340. bool transparent = p_value;
  2341. if (transparent) {
  2342. set_transparency(TRANSPARENCY_ALPHA);
  2343. }
  2344. return true;
  2345. } else if (p_name == "flags_unshaded") {
  2346. bool unshaded = p_value;
  2347. if (unshaded) {
  2348. set_shading_mode(SHADING_MODE_UNSHADED);
  2349. }
  2350. return true;
  2351. } else if (p_name == "flags_vertex_lighting") {
  2352. bool vertex_lit = p_value;
  2353. if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
  2354. set_shading_mode(SHADING_MODE_PER_VERTEX);
  2355. }
  2356. return true;
  2357. } else if (p_name == "params_use_alpha_scissor") {
  2358. bool use_scissor = p_value;
  2359. if (use_scissor) {
  2360. set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
  2361. }
  2362. return true;
  2363. } else if (p_name == "params_use_alpha_hash") {
  2364. bool use_hash = p_value;
  2365. if (use_hash) {
  2366. set_transparency(TRANSPARENCY_ALPHA_HASH);
  2367. }
  2368. return true;
  2369. } else if (p_name == "params_depth_draw_mode") {
  2370. int mode = p_value;
  2371. if (mode == 3) {
  2372. set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2373. }
  2374. return true;
  2375. } else if (p_name == "depth_enabled") {
  2376. bool enabled = p_value;
  2377. if (enabled) {
  2378. set_feature(FEATURE_HEIGHT_MAPPING, true);
  2379. set_flag(FLAG_INVERT_HEIGHTMAP, true);
  2380. }
  2381. return true;
  2382. } else {
  2383. static const Pair<const char *, const char *> remaps[] = {
  2384. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2385. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2386. { "flags_no_depth_test", "no_depth_test" },
  2387. { "flags_use_point_size", "use_point_size" },
  2388. { "flags_fixed_size", "fixed_Size" },
  2389. { "flags_albedo_tex_force_srg", "albedo_tex_force_srgb" },
  2390. { "flags_do_not_receive_shadows", "disable_receive_shadows" },
  2391. { "flags_disable_ambient_light", "disable_ambient_light" },
  2392. { "params_diffuse_mode", "diffuse_mode" },
  2393. { "params_specular_mode", "specular_mode" },
  2394. { "params_blend_mode", "blend_mode" },
  2395. { "params_cull_mode", "cull_mode" },
  2396. { "params_depth_draw_mode", "params_depth_draw_mode" },
  2397. { "params_point_size", "point_size" },
  2398. { "params_billboard_mode", "billboard_mode" },
  2399. { "params_billboard_keep_scale", "billboard_keep_scale" },
  2400. { "params_grow", "grow" },
  2401. { "params_grow_amount", "grow_amount" },
  2402. { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
  2403. { "params_alpha_hash_scale", "alpha_hash_scale" },
  2404. { "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
  2405. { "depth_scale", "heightmap_scale" },
  2406. { "depth_deep_parallax", "heightmap_deep_parallax" },
  2407. { "depth_min_layers", "heightmap_min_layers" },
  2408. { "depth_max_layers", "heightmap_max_layers" },
  2409. { "depth_flip_tangent", "heightmap_flip_tangent" },
  2410. { "depth_flip_binormal", "heightmap_flip_binormal" },
  2411. { "depth_texture", "heightmap_texture" },
  2412. { nullptr, nullptr },
  2413. };
  2414. int idx = 0;
  2415. while (remaps[idx].first) {
  2416. if (p_name == remaps[idx].first) {
  2417. set(remaps[idx].second, p_value);
  2418. return true;
  2419. }
  2420. idx++;
  2421. }
  2422. WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
  2423. return true;
  2424. }
  2425. return false;
  2426. }
  2427. #endif // DISABLE_DEPRECATED