material.cpp 125 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/config/project_settings.h"
  33. #include "core/error/error_macros.h"
  34. #include "core/version.h"
  35. #include "scene/main/scene_tree.h"
  36. #include "scene/scene_string_names.h"
  37. void Material::set_next_pass(const Ref<Material> &p_pass) {
  38. for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) {
  39. ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
  40. }
  41. if (next_pass == p_pass) {
  42. return;
  43. }
  44. next_pass = p_pass;
  45. RID next_pass_rid;
  46. if (next_pass.is_valid()) {
  47. next_pass_rid = next_pass->get_rid();
  48. }
  49. RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
  50. }
  51. Ref<Material> Material::get_next_pass() const {
  52. return next_pass;
  53. }
  54. void Material::set_render_priority(int p_priority) {
  55. ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
  56. ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
  57. render_priority = p_priority;
  58. RS::get_singleton()->material_set_render_priority(material, p_priority);
  59. }
  60. int Material::get_render_priority() const {
  61. return render_priority;
  62. }
  63. RID Material::get_rid() const {
  64. return material;
  65. }
  66. void Material::_validate_property(PropertyInfo &p_property) const {
  67. if (!_can_do_next_pass() && p_property.name == "next_pass") {
  68. p_property.usage = PROPERTY_USAGE_NONE;
  69. }
  70. if (!_can_use_render_priority() && p_property.name == "render_priority") {
  71. p_property.usage = PROPERTY_USAGE_NONE;
  72. }
  73. }
  74. void Material::inspect_native_shader_code() {
  75. SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
  76. RID shader = get_shader_rid();
  77. if (st && shader.is_valid()) {
  78. st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
  79. }
  80. }
  81. RID Material::get_shader_rid() const {
  82. RID ret;
  83. if (GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret)) {
  84. return ret;
  85. }
  86. return RID();
  87. }
  88. Shader::Mode Material::get_shader_mode() const {
  89. Shader::Mode ret;
  90. if (GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret)) {
  91. return ret;
  92. }
  93. return Shader::MODE_MAX;
  94. }
  95. bool Material::_can_do_next_pass() const {
  96. bool ret;
  97. if (GDVIRTUAL_CALL(_can_do_next_pass, ret)) {
  98. return ret;
  99. }
  100. return false;
  101. }
  102. bool Material::_can_use_render_priority() const {
  103. bool ret;
  104. if (GDVIRTUAL_CALL(_can_use_render_priority, ret)) {
  105. return ret;
  106. }
  107. return false;
  108. }
  109. void Material::_bind_methods() {
  110. ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
  111. ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
  112. ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
  113. ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
  114. ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
  115. ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
  116. 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");
  117. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
  118. BIND_CONSTANT(RENDER_PRIORITY_MAX);
  119. BIND_CONSTANT(RENDER_PRIORITY_MIN);
  120. GDVIRTUAL_BIND(_get_shader_rid)
  121. GDVIRTUAL_BIND(_get_shader_mode)
  122. GDVIRTUAL_BIND(_can_do_next_pass)
  123. GDVIRTUAL_BIND(_can_use_render_priority)
  124. }
  125. Material::Material() {
  126. material = RenderingServer::get_singleton()->material_create();
  127. render_priority = 0;
  128. }
  129. Material::~Material() {
  130. RenderingServer::get_singleton()->free(material);
  131. }
  132. ///////////////////////////////////
  133. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  134. if (shader.is_valid()) {
  135. StringName pr = shader->remap_uniform(p_name);
  136. if (!pr) {
  137. String n = p_name;
  138. if (n.find("param/") == 0) { //backwards compatibility
  139. pr = n.substr(6, n.length());
  140. }
  141. if (n.find("shader_uniform/") == 0) { //backwards compatibility
  142. pr = n.replace_first("shader_uniform/", "");
  143. }
  144. }
  145. if (pr) {
  146. set_shader_uniform(pr, p_value);
  147. return true;
  148. }
  149. }
  150. return false;
  151. }
  152. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  153. if (shader.is_valid()) {
  154. StringName pr = shader->remap_uniform(p_name);
  155. if (!pr) {
  156. String n = p_name;
  157. if (n.find("param/") == 0) { //backwards compatibility
  158. pr = n.substr(6, n.length());
  159. }
  160. if (n.find("shader_uniform/") == 0) { //backwards compatibility
  161. pr = n.replace_first("shader_uniform/", "");
  162. }
  163. }
  164. if (pr) {
  165. HashMap<StringName, Variant>::ConstIterator E = param_cache.find(pr);
  166. if (E) {
  167. r_ret = E->value;
  168. } else {
  169. r_ret = Variant();
  170. }
  171. return true;
  172. }
  173. }
  174. return false;
  175. }
  176. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  177. if (!shader.is_null()) {
  178. List<PropertyInfo> list;
  179. shader->get_shader_uniform_list(&list, true);
  180. HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
  181. {
  182. HashMap<String, List<PropertyInfo>> none_subgroup;
  183. none_subgroup.insert("<None>", List<PropertyInfo>());
  184. groups.insert("<None>", none_subgroup);
  185. }
  186. String last_group = "<None>";
  187. String last_subgroup = "<None>";
  188. bool is_none_group_undefined = true;
  189. bool is_none_group = true;
  190. for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
  191. if (E->get().usage == PROPERTY_USAGE_GROUP) {
  192. if (!E->get().name.is_empty()) {
  193. Vector<String> vgroup = E->get().name.split("::");
  194. last_group = vgroup[0];
  195. if (vgroup.size() > 1) {
  196. last_subgroup = vgroup[1];
  197. } else {
  198. last_subgroup = "<None>";
  199. }
  200. is_none_group = false;
  201. if (!groups.has(last_group)) {
  202. PropertyInfo info;
  203. info.usage = PROPERTY_USAGE_GROUP;
  204. info.name = last_group.capitalize();
  205. List<PropertyInfo> none_subgroup;
  206. none_subgroup.push_back(info);
  207. HashMap<String, List<PropertyInfo>> subgroup_map;
  208. subgroup_map.insert("<None>", none_subgroup);
  209. groups.insert(last_group, subgroup_map);
  210. }
  211. if (!groups[last_group].has(last_subgroup)) {
  212. PropertyInfo info;
  213. info.usage = PROPERTY_USAGE_SUBGROUP;
  214. info.name = last_subgroup.capitalize();
  215. List<PropertyInfo> subgroup;
  216. subgroup.push_back(info);
  217. groups[last_group].insert(last_subgroup, subgroup);
  218. }
  219. } else {
  220. last_group = "<None>";
  221. last_subgroup = "<None>";
  222. is_none_group = true;
  223. }
  224. continue; // Pass group.
  225. }
  226. if (is_none_group_undefined && is_none_group) {
  227. is_none_group_undefined = false;
  228. PropertyInfo info;
  229. info.usage = PROPERTY_USAGE_GROUP;
  230. info.name = "Shader Param";
  231. groups["<None>"]["<None>"].push_back(info);
  232. }
  233. PropertyInfo info = E->get();
  234. info.name = info.name;
  235. groups[last_group][last_subgroup].push_back(info);
  236. }
  237. // Sort groups alphabetically.
  238. List<UniformProp> props;
  239. for (HashMap<String, HashMap<String, List<PropertyInfo>>>::Iterator group = groups.begin(); group; ++group) {
  240. for (HashMap<String, List<PropertyInfo>>::Iterator subgroup = group->value.begin(); subgroup; ++subgroup) {
  241. for (List<PropertyInfo>::Element *item = subgroup->value.front(); item; item = item->next()) {
  242. if (subgroup->key == "<None>") {
  243. props.push_back({ group->key, item->get() });
  244. } else {
  245. props.push_back({ group->key + "::" + subgroup->key, item->get() });
  246. }
  247. }
  248. }
  249. }
  250. props.sort_custom<UniformPropComparator>();
  251. for (List<UniformProp>::Element *E = props.front(); E; E = E->next()) {
  252. p_list->push_back(E->get().info);
  253. }
  254. }
  255. }
  256. bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {
  257. if (shader.is_valid()) {
  258. StringName pr = shader->remap_uniform(p_name);
  259. if (pr) {
  260. Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
  261. Variant current_value;
  262. _get(p_name, current_value);
  263. return default_value.get_type() != Variant::NIL && default_value != current_value;
  264. }
  265. }
  266. return false;
  267. }
  268. bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {
  269. if (shader.is_valid()) {
  270. StringName pr = shader->remap_uniform(p_name);
  271. if (pr) {
  272. r_property = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
  273. return true;
  274. }
  275. }
  276. return false;
  277. }
  278. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  279. // Only connect/disconnect the signal when running in the editor.
  280. // This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`)
  281. // does nothing in non-editor builds anyway. See GH-34741 for details.
  282. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
  283. shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
  284. }
  285. shader = p_shader;
  286. RID rid;
  287. if (shader.is_valid()) {
  288. rid = shader->get_rid();
  289. if (Engine::get_singleton()->is_editor_hint()) {
  290. shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
  291. }
  292. }
  293. RS::get_singleton()->material_set_shader(_get_material(), rid);
  294. notify_property_list_changed(); //properties for shader exposed
  295. emit_changed();
  296. }
  297. Ref<Shader> ShaderMaterial::get_shader() const {
  298. return shader;
  299. }
  300. void ShaderMaterial::set_shader_uniform(const StringName &p_param, const Variant &p_value) {
  301. if (p_value.get_type() == Variant::NIL) {
  302. param_cache.erase(p_param);
  303. RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
  304. } else {
  305. param_cache[p_param] = p_value;
  306. if (p_value.get_type() == Variant::OBJECT) {
  307. RID tex_rid = p_value;
  308. if (tex_rid == RID()) {
  309. param_cache.erase(p_param);
  310. RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
  311. } else {
  312. RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
  313. }
  314. } else {
  315. RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
  316. }
  317. }
  318. }
  319. Variant ShaderMaterial::get_shader_uniform(const StringName &p_param) const {
  320. if (param_cache.has(p_param)) {
  321. return param_cache[p_param];
  322. } else {
  323. return Variant();
  324. }
  325. }
  326. void ShaderMaterial::_shader_changed() {
  327. notify_property_list_changed(); //update all properties
  328. }
  329. void ShaderMaterial::_bind_methods() {
  330. ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
  331. ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
  332. ClassDB::bind_method(D_METHOD("set_shader_uniform", "param", "value"), &ShaderMaterial::set_shader_uniform);
  333. ClassDB::bind_method(D_METHOD("get_shader_uniform", "param"), &ShaderMaterial::get_shader_uniform);
  334. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
  335. }
  336. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  337. String f = p_function.operator String();
  338. if ((f == "get_shader_uniform" || f == "set_shader_uniform") && p_idx == 0) {
  339. if (shader.is_valid()) {
  340. List<PropertyInfo> pl;
  341. shader->get_shader_uniform_list(&pl);
  342. for (const PropertyInfo &E : pl) {
  343. r_options->push_back(E.name.replace_first("shader_uniform/", "").quote());
  344. }
  345. }
  346. }
  347. Resource::get_argument_options(p_function, p_idx, r_options);
  348. }
  349. bool ShaderMaterial::_can_do_next_pass() const {
  350. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  351. }
  352. bool ShaderMaterial::_can_use_render_priority() const {
  353. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  354. }
  355. Shader::Mode ShaderMaterial::get_shader_mode() const {
  356. if (shader.is_valid()) {
  357. return shader->get_mode();
  358. } else {
  359. return Shader::MODE_SPATIAL;
  360. }
  361. }
  362. RID ShaderMaterial::get_shader_rid() const {
  363. if (shader.is_valid()) {
  364. return shader->get_rid();
  365. } else {
  366. return RID();
  367. }
  368. }
  369. ShaderMaterial::ShaderMaterial() {
  370. }
  371. ShaderMaterial::~ShaderMaterial() {
  372. }
  373. /////////////////////////////////
  374. Mutex BaseMaterial3D::material_mutex;
  375. SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = nullptr;
  376. HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
  377. BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
  378. void BaseMaterial3D::init_shaders() {
  379. dirty_materials = memnew(SelfList<BaseMaterial3D>::List);
  380. shader_names = memnew(ShaderNames);
  381. shader_names->albedo = "albedo";
  382. shader_names->specular = "specular";
  383. shader_names->roughness = "roughness";
  384. shader_names->metallic = "metallic";
  385. shader_names->emission = "emission";
  386. shader_names->emission_energy = "emission_energy";
  387. shader_names->normal_scale = "normal_scale";
  388. shader_names->rim = "rim";
  389. shader_names->rim_tint = "rim_tint";
  390. shader_names->clearcoat = "clearcoat";
  391. shader_names->clearcoat_roughness = "clearcoat_roughness";
  392. shader_names->anisotropy = "anisotropy_ratio";
  393. shader_names->heightmap_scale = "heightmap_scale";
  394. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  395. shader_names->backlight = "backlight";
  396. shader_names->refraction = "refraction";
  397. shader_names->point_size = "point_size";
  398. shader_names->uv1_scale = "uv1_scale";
  399. shader_names->uv1_offset = "uv1_offset";
  400. shader_names->uv2_scale = "uv2_scale";
  401. shader_names->uv2_offset = "uv2_offset";
  402. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  403. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  404. shader_names->particles_anim_h_frames = "particles_anim_h_frames";
  405. shader_names->particles_anim_v_frames = "particles_anim_v_frames";
  406. shader_names->particles_anim_loop = "particles_anim_loop";
  407. shader_names->heightmap_min_layers = "heightmap_min_layers";
  408. shader_names->heightmap_max_layers = "heightmap_max_layers";
  409. shader_names->heightmap_flip = "heightmap_flip";
  410. shader_names->grow = "grow";
  411. shader_names->ao_light_affect = "ao_light_affect";
  412. shader_names->proximity_fade_distance = "proximity_fade_distance";
  413. shader_names->distance_fade_min = "distance_fade_min";
  414. shader_names->distance_fade_max = "distance_fade_max";
  415. shader_names->msdf_pixel_range = "msdf_pixel_range";
  416. shader_names->msdf_outline_size = "msdf_outline_size";
  417. shader_names->metallic_texture_channel = "metallic_texture_channel";
  418. shader_names->ao_texture_channel = "ao_texture_channel";
  419. shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
  420. shader_names->rim_texture_channel = "rim_texture_channel";
  421. shader_names->heightmap_texture_channel = "heightmap_texture_channel";
  422. shader_names->refraction_texture_channel = "refraction_texture_channel";
  423. shader_names->transmittance_color = "transmittance_color";
  424. shader_names->transmittance_depth = "transmittance_depth";
  425. shader_names->transmittance_boost = "transmittance_boost";
  426. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  427. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  428. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  429. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  430. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  431. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  432. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  433. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  434. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  435. shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
  436. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  437. shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
  438. shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
  439. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  440. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  441. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  442. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  443. shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
  444. shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
  445. shader_names->alpha_hash_scale = "alpha_hash_scale";
  446. shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge";
  447. shader_names->albedo_texture_size = "albedo_texture_size";
  448. }
  449. HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
  450. void BaseMaterial3D::finish_shaders() {
  451. materials_for_2d.clear();
  452. memdelete(dirty_materials);
  453. dirty_materials = nullptr;
  454. memdelete(shader_names);
  455. }
  456. void BaseMaterial3D::_update_shader() {
  457. dirty_materials->remove(&element);
  458. MaterialKey mk = _compute_key();
  459. if (mk == current_key) {
  460. return; //no update required in the end
  461. }
  462. if (shader_map.has(current_key)) {
  463. shader_map[current_key].users--;
  464. if (shader_map[current_key].users == 0) {
  465. //deallocate shader, as it's no longer in use
  466. RS::get_singleton()->free(shader_map[current_key].shader);
  467. shader_map.erase(current_key);
  468. }
  469. }
  470. current_key = mk;
  471. if (shader_map.has(mk)) {
  472. RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  473. shader_map[mk].users++;
  474. return;
  475. }
  476. String texfilter_str;
  477. // Force linear filtering for the heightmap texture, as the heightmap effect
  478. // looks broken with nearest-neighbor filtering (with and without Deep Parallax).
  479. String texfilter_height_str;
  480. switch (texture_filter) {
  481. case TEXTURE_FILTER_NEAREST:
  482. texfilter_str = "filter_nearest";
  483. texfilter_height_str = "filter_linear";
  484. break;
  485. case TEXTURE_FILTER_LINEAR:
  486. texfilter_str = "filter_linear";
  487. texfilter_height_str = "filter_linear";
  488. break;
  489. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
  490. texfilter_str = "filter_nearest_mipmap";
  491. texfilter_height_str = "filter_linear_mipmap";
  492. break;
  493. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
  494. texfilter_str = "filter_linear_mipmap";
  495. texfilter_height_str = "filter_linear_mipmap";
  496. break;
  497. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
  498. texfilter_str = "filter_nearest_mipmap_anisotropic";
  499. texfilter_height_str = "filter_linear_mipmap_anisotropic";
  500. break;
  501. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
  502. texfilter_str = "filter_linear_mipmap_anisotropic";
  503. texfilter_height_str = "filter_linear_mipmap_anisotropic";
  504. break;
  505. case TEXTURE_FILTER_MAX:
  506. break; // Internal value, skip.
  507. }
  508. if (flags[FLAG_USE_TEXTURE_REPEAT]) {
  509. texfilter_str += ",repeat_enable";
  510. texfilter_height_str += ",repeat_enable";
  511. } else {
  512. texfilter_str += ",repeat_disable";
  513. texfilter_height_str += ",repeat_disable";
  514. }
  515. //must create a shader!
  516. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  517. String code = vformat(
  518. "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
  519. orm ? "ORMMaterial3D" : "StandardMaterial3D");
  520. code += "shader_type spatial;\nrender_mode ";
  521. switch (blend_mode) {
  522. case BLEND_MODE_MIX:
  523. code += "blend_mix";
  524. break;
  525. case BLEND_MODE_ADD:
  526. code += "blend_add";
  527. break;
  528. case BLEND_MODE_SUB:
  529. code += "blend_sub";
  530. break;
  531. case BLEND_MODE_MUL:
  532. code += "blend_mul";
  533. break;
  534. case BLEND_MODE_MAX:
  535. break; // Internal value, skip.
  536. }
  537. DepthDrawMode ddm = depth_draw_mode;
  538. if (features[FEATURE_REFRACTION]) {
  539. ddm = DEPTH_DRAW_ALWAYS;
  540. }
  541. switch (ddm) {
  542. case DEPTH_DRAW_OPAQUE_ONLY:
  543. code += ",depth_draw_opaque";
  544. break;
  545. case DEPTH_DRAW_ALWAYS:
  546. code += ",depth_draw_always";
  547. break;
  548. case DEPTH_DRAW_DISABLED:
  549. code += ",depth_draw_never";
  550. break;
  551. case DEPTH_DRAW_MAX:
  552. break; // Internal value, skip.
  553. }
  554. switch (cull_mode) {
  555. case CULL_BACK:
  556. code += ",cull_back";
  557. break;
  558. case CULL_FRONT:
  559. code += ",cull_front";
  560. break;
  561. case CULL_DISABLED:
  562. code += ",cull_disabled";
  563. break;
  564. case CULL_MAX:
  565. break; // Internal value, skip.
  566. }
  567. switch (diffuse_mode) {
  568. case DIFFUSE_BURLEY:
  569. code += ",diffuse_burley";
  570. break;
  571. case DIFFUSE_LAMBERT:
  572. code += ",diffuse_lambert";
  573. break;
  574. case DIFFUSE_LAMBERT_WRAP:
  575. code += ",diffuse_lambert_wrap";
  576. break;
  577. case DIFFUSE_TOON:
  578. code += ",diffuse_toon";
  579. break;
  580. case DIFFUSE_MAX:
  581. break; // Internal value, skip.
  582. }
  583. switch (specular_mode) {
  584. case SPECULAR_SCHLICK_GGX:
  585. code += ",specular_schlick_ggx";
  586. break;
  587. case SPECULAR_TOON:
  588. code += ",specular_toon";
  589. break;
  590. case SPECULAR_DISABLED:
  591. code += ",specular_disabled";
  592. break;
  593. case SPECULAR_MAX:
  594. break; // Internal value, skip.
  595. }
  596. if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
  597. code += ",sss_mode_skin";
  598. }
  599. if (shading_mode == SHADING_MODE_UNSHADED) {
  600. code += ",unshaded";
  601. }
  602. if (flags[FLAG_DISABLE_DEPTH_TEST]) {
  603. code += ",depth_test_disabled";
  604. }
  605. if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
  606. code += ",particle_trails";
  607. }
  608. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  609. code += ",vertex_lighting";
  610. }
  611. if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
  612. code += ",shadows_disabled";
  613. }
  614. if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
  615. code += ",ambient_light_disabled";
  616. }
  617. if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
  618. code += ",shadow_to_opacity";
  619. }
  620. if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
  621. code += ",depth_prepass_alpha";
  622. }
  623. // Although its technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
  624. // it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
  625. // saturate the MSAA mask
  626. if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  627. // alpha antialiasing is only useful in ALPHA_HASH or ALPHA_SCISSOR
  628. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  629. code += ",alpha_to_coverage";
  630. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  631. code += ",alpha_to_coverage_and_one";
  632. }
  633. }
  634. code += ";\n";
  635. code += "uniform vec4 albedo : source_color;\n";
  636. code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
  637. if (grow_enabled) {
  638. code += "uniform float grow;\n";
  639. }
  640. if (proximity_fade_enabled) {
  641. code += "uniform float proximity_fade_distance;\n";
  642. }
  643. if (distance_fade != DISTANCE_FADE_DISABLED) {
  644. code += "uniform float distance_fade_min;\n";
  645. code += "uniform float distance_fade_max;\n";
  646. }
  647. if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  648. code += "uniform float msdf_pixel_range;\n";
  649. code += "uniform float msdf_outline_size;\n";
  650. }
  651. // alpha scissor is only valid if there is not antialiasing edge
  652. // alpha hash is valid whenever, but not with alpha scissor
  653. if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  654. code += "uniform float alpha_scissor_threshold;\n";
  655. } else if (transparency == TRANSPARENCY_ALPHA_HASH) {
  656. code += "uniform float alpha_hash_scale;\n";
  657. }
  658. // if alpha antialiasing isn't off, add in the edge variable
  659. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
  660. (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
  661. code += "uniform float alpha_antialiasing_edge;\n";
  662. code += "uniform ivec2 albedo_texture_size;\n";
  663. }
  664. code += "uniform float point_size : hint_range(0,128);\n";
  665. //TODO ALL HINTS
  666. if (!orm) {
  667. code += "uniform float roughness : hint_range(0,1);\n";
  668. code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
  669. code += "uniform vec4 metallic_texture_channel;\n";
  670. switch (roughness_texture_channel) {
  671. case TEXTURE_CHANNEL_RED: {
  672. code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
  673. } break;
  674. case TEXTURE_CHANNEL_GREEN: {
  675. code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
  676. } break;
  677. case TEXTURE_CHANNEL_BLUE: {
  678. code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
  679. } break;
  680. case TEXTURE_CHANNEL_ALPHA: {
  681. code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";
  682. } break;
  683. case TEXTURE_CHANNEL_GRAYSCALE: {
  684. code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
  685. } break;
  686. case TEXTURE_CHANNEL_MAX:
  687. break; // Internal value, skip.
  688. }
  689. code += "uniform float specular;\n";
  690. code += "uniform float metallic;\n";
  691. } else {
  692. code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
  693. }
  694. if (billboard_mode == BILLBOARD_PARTICLES) {
  695. code += "uniform int particles_anim_h_frames;\n";
  696. code += "uniform int particles_anim_v_frames;\n";
  697. code += "uniform bool particles_anim_loop;\n";
  698. }
  699. if (features[FEATURE_EMISSION]) {
  700. code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
  701. code += "uniform vec4 emission : source_color;\n";
  702. code += "uniform float emission_energy;\n";
  703. }
  704. if (features[FEATURE_REFRACTION]) {
  705. code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
  706. code += "uniform float refraction : hint_range(-16,16);\n";
  707. code += "uniform vec4 refraction_texture_channel;\n";
  708. }
  709. if (features[FEATURE_NORMAL_MAPPING]) {
  710. code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
  711. code += "uniform float normal_scale : hint_range(-16,16);\n";
  712. }
  713. if (features[FEATURE_RIM]) {
  714. code += "uniform float rim : hint_range(0,1);\n";
  715. code += "uniform float rim_tint : hint_range(0,1);\n";
  716. code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
  717. }
  718. if (features[FEATURE_CLEARCOAT]) {
  719. code += "uniform float clearcoat : hint_range(0,1);\n";
  720. code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
  721. code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
  722. }
  723. if (features[FEATURE_ANISOTROPY]) {
  724. code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
  725. code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
  726. }
  727. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  728. code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
  729. code += "uniform vec4 ao_texture_channel;\n";
  730. code += "uniform float ao_light_affect;\n";
  731. }
  732. if (features[FEATURE_DETAIL]) {
  733. code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
  734. code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
  735. code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";
  736. }
  737. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  738. code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
  739. code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
  740. }
  741. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  742. code += "uniform vec4 transmittance_color : source_color;\n";
  743. code += "uniform float transmittance_depth;\n";
  744. code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
  745. code += "uniform float transmittance_boost;\n";
  746. }
  747. if (features[FEATURE_BACKLIGHT]) {
  748. code += "uniform vec4 backlight : source_color;\n";
  749. code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
  750. }
  751. if (features[FEATURE_HEIGHT_MAPPING]) {
  752. code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
  753. code += "uniform float heightmap_scale;\n";
  754. code += "uniform int heightmap_min_layers;\n";
  755. code += "uniform int heightmap_max_layers;\n";
  756. code += "uniform vec2 heightmap_flip;\n";
  757. }
  758. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  759. code += "varying vec3 uv1_triplanar_pos;\n";
  760. }
  761. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  762. code += "varying vec3 uv2_triplanar_pos;\n";
  763. }
  764. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  765. code += "uniform float uv1_blend_sharpness;\n";
  766. code += "varying vec3 uv1_power_normal;\n";
  767. }
  768. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  769. code += "uniform float uv2_blend_sharpness;\n";
  770. code += "varying vec3 uv2_power_normal;\n";
  771. }
  772. code += "uniform vec3 uv1_scale;\n";
  773. code += "uniform vec3 uv1_offset;\n";
  774. code += "uniform vec3 uv2_scale;\n";
  775. code += "uniform vec3 uv2_offset;\n";
  776. code += "\n\n";
  777. code += "void vertex() {\n";
  778. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  779. code += " if (!OUTPUT_IS_SRGB) {\n";
  780. 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";
  781. code += " }\n";
  782. }
  783. if (flags[FLAG_USE_POINT_SIZE]) {
  784. code += " POINT_SIZE=point_size;\n";
  785. }
  786. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  787. code += " ROUGHNESS=roughness;\n";
  788. }
  789. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  790. code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
  791. }
  792. switch (billboard_mode) {
  793. case BILLBOARD_DISABLED: {
  794. } break;
  795. case BILLBOARD_ENABLED: {
  796. code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  797. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  798. code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  799. }
  800. } break;
  801. case BILLBOARD_FIXED_Y: {
  802. code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";
  803. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  804. code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  805. }
  806. } break;
  807. case BILLBOARD_PARTICLES: {
  808. //make billboard
  809. code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]),normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
  810. //rotate by rotation
  811. 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";
  812. //set modelview
  813. code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
  814. //handle animation
  815. code += " float h_frames = float(particles_anim_h_frames);\n";
  816. code += " float v_frames = float(particles_anim_v_frames);\n";
  817. code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
  818. code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
  819. code += " if (!particles_anim_loop) {\n";
  820. code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
  821. code += " } else {\n";
  822. code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
  823. code += " }";
  824. code += " UV /= vec2(h_frames, v_frames);\n";
  825. code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
  826. } break;
  827. case BILLBOARD_MAX:
  828. break; // Internal value, skip.
  829. }
  830. if (flags[FLAG_FIXED_SIZE]) {
  831. code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
  832. //orthogonal matrix, try to do about the same
  833. //with viewport size
  834. code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
  835. code += " float sc = (h * 2.0); //consistent with Y-fov\n";
  836. code += " MODELVIEW_MATRIX[0]*=sc;\n";
  837. code += " MODELVIEW_MATRIX[1]*=sc;\n";
  838. code += " MODELVIEW_MATRIX[2]*=sc;\n";
  839. code += " } else {\n";
  840. //just scale by depth
  841. code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n";
  842. code += " MODELVIEW_MATRIX[0]*=sc;\n";
  843. code += " MODELVIEW_MATRIX[1]*=sc;\n";
  844. code += " MODELVIEW_MATRIX[2]*=sc;\n";
  845. code += " }\n";
  846. }
  847. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  848. code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
  849. }
  850. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  851. //generate tangent and binormal in world space
  852. code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
  853. code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
  854. code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
  855. code += " TANGENT = normalize(TANGENT);\n";
  856. code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
  857. code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
  858. code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
  859. code += " BINORMAL = normalize(BINORMAL);\n";
  860. }
  861. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  862. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  863. code += " uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
  864. code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
  865. } else {
  866. code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
  867. code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
  868. }
  869. code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
  870. code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  871. }
  872. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  873. if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
  874. code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
  875. code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
  876. } else {
  877. code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
  878. code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
  879. }
  880. code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
  881. code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  882. }
  883. if (grow_enabled) {
  884. code += " VERTEX+=NORMAL*grow;\n";
  885. }
  886. code += "}\n";
  887. code += "\n\n";
  888. if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  889. code += "float msdf_median(float r, float g, float b, float a) {\n";
  890. code += " return min(max(min(r, g), min(max(r, g), b)), a);\n";
  891. code += "}\n";
  892. }
  893. code += "\n\n";
  894. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  895. code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
  896. code += " vec4 samp=vec4(0.0);\n";
  897. code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
  898. code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
  899. code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
  900. code += " return samp;\n";
  901. code += "}\n";
  902. }
  903. code += "\n\n";
  904. code += "void fragment() {\n";
  905. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  906. code += " vec2 base_uv = UV;\n";
  907. }
  908. 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])) {
  909. code += " vec2 base_uv2 = UV2;\n";
  910. }
  911. if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
  912. // Display both resource name and albedo texture name.
  913. // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
  914. // On the other hand, albedo textures are almost always external to the scene.
  915. if (textures[TEXTURE_ALBEDO].is_valid()) {
  916. 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()));
  917. } else if (!get_path().is_empty()) {
  918. WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
  919. } else {
  920. // Resource wasn't saved yet.
  921. WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
  922. }
  923. }
  924. if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
  925. code += " {\n";
  926. 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 ;-)
  927. if (deep_parallax) {
  928. 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";
  929. code += " float layer_depth = 1.0 / num_layers;\n";
  930. code += " float current_layer_depth = 0.0;\n";
  931. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
  932. code += " vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
  933. code += " vec2 delta = P / num_layers;\n";
  934. code += " vec2 ofs = base_uv;\n";
  935. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  936. code += " float depth = texture(texture_heightmap, ofs).r;\n";
  937. } else {
  938. code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  939. }
  940. code += " float current_depth = 0.0;\n";
  941. code += " while(current_depth < depth) {\n";
  942. code += " ofs -= delta;\n";
  943. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  944. code += " depth = texture(texture_heightmap, ofs).r;\n";
  945. } else {
  946. code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  947. }
  948. code += " current_depth += layer_depth;\n";
  949. code += " }\n";
  950. code += " vec2 prev_ofs = ofs + delta;\n";
  951. code += " float after_depth = depth - current_depth;\n";
  952. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  953. code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
  954. } else {
  955. code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
  956. }
  957. code += " float weight = after_depth / (after_depth - before_depth);\n";
  958. code += " ofs = mix(ofs,prev_ofs,weight);\n";
  959. } else {
  960. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  961. code += " float depth = texture(texture_heightmap, base_uv).r;\n";
  962. } else {
  963. code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
  964. }
  965. // Use offset limiting to improve the appearance of non-deep parallax.
  966. // This reduces the impression of depth, but avoids visible warping in the distance.
  967. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
  968. code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
  969. }
  970. code += " base_uv=ofs;\n";
  971. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  972. code += " base_uv2-=ofs;\n";
  973. }
  974. code += " }\n";
  975. }
  976. if (flags[FLAG_USE_POINT_SIZE]) {
  977. code += " vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
  978. } else {
  979. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  980. code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
  981. } else {
  982. code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
  983. }
  984. }
  985. if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  986. code += " {\n";
  987. code += " albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n";
  988. code += " vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n";
  989. if (flags[FLAG_USE_POINT_SIZE]) {
  990. code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
  991. } else {
  992. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  993. code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n";
  994. } else {
  995. code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
  996. }
  997. }
  998. code += " float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n";
  999. code += " float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
  1000. code += " if (msdf_outline_size > 0.0) {\n";
  1001. code += " float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
  1002. code += " albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
  1003. code += " } else {\n";
  1004. code += " albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
  1005. code += " }\n";
  1006. code += " albedo_tex.rgb = vec3(1.0);\n";
  1007. code += " }\n";
  1008. } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
  1009. 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";
  1010. }
  1011. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  1012. code += " albedo_tex *= COLOR;\n";
  1013. }
  1014. code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  1015. if (!orm) {
  1016. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1017. code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
  1018. } else {
  1019. code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
  1020. }
  1021. code += " METALLIC = metallic_tex * metallic;\n";
  1022. switch (roughness_texture_channel) {
  1023. case TEXTURE_CHANNEL_RED: {
  1024. code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
  1025. } break;
  1026. case TEXTURE_CHANNEL_GREEN: {
  1027. code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
  1028. } break;
  1029. case TEXTURE_CHANNEL_BLUE: {
  1030. code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
  1031. } break;
  1032. case TEXTURE_CHANNEL_ALPHA: {
  1033. code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
  1034. } break;
  1035. case TEXTURE_CHANNEL_GRAYSCALE: {
  1036. code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
  1037. } break;
  1038. case TEXTURE_CHANNEL_MAX:
  1039. break; // Internal value, skip.
  1040. }
  1041. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1042. code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
  1043. } else {
  1044. code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
  1045. }
  1046. code += " ROUGHNESS = roughness_tex * roughness;\n";
  1047. code += " SPECULAR = specular;\n";
  1048. } else {
  1049. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1050. code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
  1051. } else {
  1052. code += " vec4 orm_tex = texture(texture_orm,base_uv);\n";
  1053. }
  1054. code += " ROUGHNESS = orm_tex.g;\n";
  1055. code += " METALLIC = orm_tex.b;\n";
  1056. }
  1057. if (features[FEATURE_NORMAL_MAPPING]) {
  1058. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1059. code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  1060. } else {
  1061. code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
  1062. }
  1063. code += " NORMAL_MAP_DEPTH = normal_scale;\n";
  1064. }
  1065. if (features[FEATURE_EMISSION]) {
  1066. if (flags[FLAG_EMISSION_ON_UV2]) {
  1067. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1068. code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
  1069. } else {
  1070. code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
  1071. }
  1072. } else {
  1073. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1074. code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  1075. } else {
  1076. code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
  1077. }
  1078. }
  1079. if (emission_op == EMISSION_OP_ADD) {
  1080. code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
  1081. } else {
  1082. code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
  1083. }
  1084. }
  1085. if (features[FEATURE_REFRACTION]) {
  1086. if (features[FEATURE_NORMAL_MAPPING]) {
  1087. code += " vec3 unpacked_normal = NORMAL_MAP;\n";
  1088. code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
  1089. code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
  1090. code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
  1091. } else {
  1092. code += " vec3 ref_normal = NORMAL;\n";
  1093. }
  1094. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1095. 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";
  1096. } else {
  1097. code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
  1098. }
  1099. code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
  1100. code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
  1101. code += " ALBEDO *= 1.0 - ref_amount;\n";
  1102. code += " ALPHA = 1.0;\n";
  1103. } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
  1104. code += " ALPHA *= albedo.a * albedo_tex.a;\n";
  1105. }
  1106. if (transparency == TRANSPARENCY_ALPHA_HASH) {
  1107. code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
  1108. } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  1109. code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
  1110. }
  1111. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
  1112. code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
  1113. code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
  1114. }
  1115. if (proximity_fade_enabled) {
  1116. code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
  1117. code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
  1118. code += " world_pos.xyz/=world_pos.w;\n";
  1119. code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
  1120. }
  1121. if (distance_fade != DISTANCE_FADE_DISABLED) {
  1122. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
  1123. if (!RenderingServer::get_singleton()->is_low_end()) {
  1124. code += " {\n";
  1125. if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
  1126. code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
  1127. } else {
  1128. code += " float fade_distance = -VERTEX.z;\n";
  1129. }
  1130. // Use interleaved gradient noise, which is fast but still looks good.
  1131. code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
  1132. code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
  1133. // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
  1134. code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
  1135. code += " discard;\n";
  1136. code += " }\n";
  1137. code += " }\n\n";
  1138. }
  1139. } else {
  1140. code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
  1141. }
  1142. }
  1143. if (features[FEATURE_RIM]) {
  1144. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1145. code += " vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  1146. } else {
  1147. code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
  1148. }
  1149. code += " RIM = rim*rim_tex.x;";
  1150. code += " RIM_TINT = rim_tint*rim_tex.y;\n";
  1151. }
  1152. if (features[FEATURE_CLEARCOAT]) {
  1153. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1154. code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  1155. } else {
  1156. code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
  1157. }
  1158. code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
  1159. code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
  1160. }
  1161. if (features[FEATURE_ANISOTROPY]) {
  1162. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1163. code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
  1164. } else {
  1165. code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
  1166. }
  1167. code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
  1168. code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
  1169. }
  1170. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  1171. if (!orm) {
  1172. if (flags[FLAG_AO_ON_UV2]) {
  1173. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1174. code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
  1175. } else {
  1176. code += " AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
  1177. }
  1178. } else {
  1179. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1180. code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
  1181. } else {
  1182. code += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
  1183. }
  1184. }
  1185. } else {
  1186. code += " AO = orm_tex.r;\n";
  1187. }
  1188. code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
  1189. }
  1190. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  1191. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1192. code += " float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
  1193. } else {
  1194. code += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
  1195. }
  1196. code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
  1197. }
  1198. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  1199. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1200. code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
  1201. } else {
  1202. code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
  1203. }
  1204. code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
  1205. code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
  1206. code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
  1207. }
  1208. if (features[FEATURE_BACKLIGHT]) {
  1209. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1210. code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  1211. } else {
  1212. code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
  1213. }
  1214. code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n";
  1215. }
  1216. if (features[FEATURE_DETAIL]) {
  1217. bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  1218. if (triplanar) {
  1219. String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  1220. code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  1221. code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  1222. } else {
  1223. String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  1224. code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
  1225. code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
  1226. }
  1227. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1228. code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
  1229. } else {
  1230. code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
  1231. }
  1232. switch (detail_blend_mode) {
  1233. case BLEND_MODE_MIX: {
  1234. code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
  1235. } break;
  1236. case BLEND_MODE_ADD: {
  1237. code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
  1238. } break;
  1239. case BLEND_MODE_SUB: {
  1240. code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
  1241. } break;
  1242. case BLEND_MODE_MUL: {
  1243. code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
  1244. } break;
  1245. case BLEND_MODE_MAX:
  1246. break; // Internal value, skip.
  1247. }
  1248. code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
  1249. code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
  1250. code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
  1251. }
  1252. code += "}\n";
  1253. ShaderData shader_data;
  1254. shader_data.shader = RS::get_singleton()->shader_create();
  1255. shader_data.users = 1;
  1256. RS::get_singleton()->shader_set_code(shader_data.shader, code);
  1257. shader_map[mk] = shader_data;
  1258. RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  1259. }
  1260. void BaseMaterial3D::flush_changes() {
  1261. MutexLock lock(material_mutex);
  1262. while (dirty_materials->first()) {
  1263. dirty_materials->first()->self()->_update_shader();
  1264. }
  1265. }
  1266. void BaseMaterial3D::_queue_shader_change() {
  1267. MutexLock lock(material_mutex);
  1268. if (is_initialized && !element.in_list()) {
  1269. dirty_materials->add(&element);
  1270. }
  1271. }
  1272. bool BaseMaterial3D::_is_shader_dirty() const {
  1273. MutexLock lock(material_mutex);
  1274. return element.in_list();
  1275. }
  1276. void BaseMaterial3D::set_albedo(const Color &p_albedo) {
  1277. albedo = p_albedo;
  1278. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
  1279. }
  1280. Color BaseMaterial3D::get_albedo() const {
  1281. return albedo;
  1282. }
  1283. void BaseMaterial3D::set_specular(float p_specular) {
  1284. specular = p_specular;
  1285. RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
  1286. }
  1287. float BaseMaterial3D::get_specular() const {
  1288. return specular;
  1289. }
  1290. void BaseMaterial3D::set_roughness(float p_roughness) {
  1291. roughness = p_roughness;
  1292. RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
  1293. }
  1294. float BaseMaterial3D::get_roughness() const {
  1295. return roughness;
  1296. }
  1297. void BaseMaterial3D::set_metallic(float p_metallic) {
  1298. metallic = p_metallic;
  1299. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
  1300. }
  1301. float BaseMaterial3D::get_metallic() const {
  1302. return metallic;
  1303. }
  1304. void BaseMaterial3D::set_emission(const Color &p_emission) {
  1305. emission = p_emission;
  1306. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
  1307. }
  1308. Color BaseMaterial3D::get_emission() const {
  1309. return emission;
  1310. }
  1311. void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
  1312. emission_energy_multiplier = p_emission_energy_multiplier;
  1313. if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  1314. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
  1315. } else {
  1316. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
  1317. }
  1318. }
  1319. float BaseMaterial3D::get_emission_energy_multiplier() const {
  1320. return emission_energy_multiplier;
  1321. }
  1322. void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
  1323. ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
  1324. emission_intensity = p_emission_intensity;
  1325. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
  1326. }
  1327. float BaseMaterial3D::get_emission_intensity() const {
  1328. return emission_intensity;
  1329. }
  1330. void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
  1331. normal_scale = p_normal_scale;
  1332. RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
  1333. }
  1334. float BaseMaterial3D::get_normal_scale() const {
  1335. return normal_scale;
  1336. }
  1337. void BaseMaterial3D::set_rim(float p_rim) {
  1338. rim = p_rim;
  1339. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
  1340. }
  1341. float BaseMaterial3D::get_rim() const {
  1342. return rim;
  1343. }
  1344. void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
  1345. rim_tint = p_rim_tint;
  1346. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
  1347. }
  1348. float BaseMaterial3D::get_rim_tint() const {
  1349. return rim_tint;
  1350. }
  1351. void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
  1352. ao_light_affect = p_ao_light_affect;
  1353. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
  1354. }
  1355. float BaseMaterial3D::get_ao_light_affect() const {
  1356. return ao_light_affect;
  1357. }
  1358. void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
  1359. clearcoat = p_clearcoat;
  1360. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
  1361. }
  1362. float BaseMaterial3D::get_clearcoat() const {
  1363. return clearcoat;
  1364. }
  1365. void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
  1366. clearcoat_roughness = p_clearcoat_roughness;
  1367. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
  1368. }
  1369. float BaseMaterial3D::get_clearcoat_roughness() const {
  1370. return clearcoat_roughness;
  1371. }
  1372. void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
  1373. anisotropy = p_anisotropy;
  1374. RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
  1375. }
  1376. float BaseMaterial3D::get_anisotropy() const {
  1377. return anisotropy;
  1378. }
  1379. void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
  1380. heightmap_scale = p_heightmap_scale;
  1381. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
  1382. }
  1383. float BaseMaterial3D::get_heightmap_scale() const {
  1384. return heightmap_scale;
  1385. }
  1386. void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  1387. subsurface_scattering_strength = p_subsurface_scattering_strength;
  1388. RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  1389. }
  1390. float BaseMaterial3D::get_subsurface_scattering_strength() const {
  1391. return subsurface_scattering_strength;
  1392. }
  1393. void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
  1394. transmittance_color = p_color;
  1395. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
  1396. }
  1397. Color BaseMaterial3D::get_transmittance_color() const {
  1398. return transmittance_color;
  1399. }
  1400. void BaseMaterial3D::set_transmittance_depth(float p_depth) {
  1401. transmittance_depth = p_depth;
  1402. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
  1403. }
  1404. float BaseMaterial3D::get_transmittance_depth() const {
  1405. return transmittance_depth;
  1406. }
  1407. void BaseMaterial3D::set_transmittance_boost(float p_boost) {
  1408. transmittance_boost = p_boost;
  1409. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
  1410. }
  1411. float BaseMaterial3D::get_transmittance_boost() const {
  1412. return transmittance_boost;
  1413. }
  1414. void BaseMaterial3D::set_backlight(const Color &p_backlight) {
  1415. backlight = p_backlight;
  1416. RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
  1417. }
  1418. Color BaseMaterial3D::get_backlight() const {
  1419. return backlight;
  1420. }
  1421. void BaseMaterial3D::set_refraction(float p_refraction) {
  1422. refraction = p_refraction;
  1423. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
  1424. }
  1425. float BaseMaterial3D::get_refraction() const {
  1426. return refraction;
  1427. }
  1428. void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
  1429. if (detail_uv == p_detail_uv) {
  1430. return;
  1431. }
  1432. detail_uv = p_detail_uv;
  1433. _queue_shader_change();
  1434. }
  1435. BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
  1436. return detail_uv;
  1437. }
  1438. void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
  1439. if (blend_mode == p_mode) {
  1440. return;
  1441. }
  1442. blend_mode = p_mode;
  1443. _queue_shader_change();
  1444. }
  1445. BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
  1446. return blend_mode;
  1447. }
  1448. void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
  1449. detail_blend_mode = p_mode;
  1450. _queue_shader_change();
  1451. }
  1452. BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
  1453. return detail_blend_mode;
  1454. }
  1455. void BaseMaterial3D::set_transparency(Transparency p_transparency) {
  1456. if (transparency == p_transparency) {
  1457. return;
  1458. }
  1459. transparency = p_transparency;
  1460. _queue_shader_change();
  1461. notify_property_list_changed();
  1462. }
  1463. BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
  1464. return transparency;
  1465. }
  1466. void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
  1467. if (alpha_antialiasing_mode == p_alpha_aa) {
  1468. return;
  1469. }
  1470. alpha_antialiasing_mode = p_alpha_aa;
  1471. _queue_shader_change();
  1472. notify_property_list_changed();
  1473. }
  1474. BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
  1475. return alpha_antialiasing_mode;
  1476. }
  1477. void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
  1478. if (shading_mode == p_shading_mode) {
  1479. return;
  1480. }
  1481. shading_mode = p_shading_mode;
  1482. _queue_shader_change();
  1483. notify_property_list_changed();
  1484. }
  1485. BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
  1486. return shading_mode;
  1487. }
  1488. void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
  1489. if (depth_draw_mode == p_mode) {
  1490. return;
  1491. }
  1492. depth_draw_mode = p_mode;
  1493. _queue_shader_change();
  1494. }
  1495. BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
  1496. return depth_draw_mode;
  1497. }
  1498. void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
  1499. if (cull_mode == p_mode) {
  1500. return;
  1501. }
  1502. cull_mode = p_mode;
  1503. _queue_shader_change();
  1504. }
  1505. BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
  1506. return cull_mode;
  1507. }
  1508. void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
  1509. if (diffuse_mode == p_mode) {
  1510. return;
  1511. }
  1512. diffuse_mode = p_mode;
  1513. _queue_shader_change();
  1514. }
  1515. BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
  1516. return diffuse_mode;
  1517. }
  1518. void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
  1519. if (specular_mode == p_mode) {
  1520. return;
  1521. }
  1522. specular_mode = p_mode;
  1523. _queue_shader_change();
  1524. }
  1525. BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
  1526. return specular_mode;
  1527. }
  1528. void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
  1529. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  1530. if (flags[p_flag] == p_enabled) {
  1531. return;
  1532. }
  1533. flags[p_flag] = p_enabled;
  1534. if (
  1535. p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
  1536. p_flag == FLAG_USE_TEXTURE_REPEAT ||
  1537. p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
  1538. p_flag == FLAG_USE_POINT_SIZE ||
  1539. p_flag == FLAG_UV1_USE_TRIPLANAR ||
  1540. p_flag == FLAG_UV2_USE_TRIPLANAR) {
  1541. notify_property_list_changed();
  1542. }
  1543. if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
  1544. update_configuration_warning();
  1545. }
  1546. _queue_shader_change();
  1547. }
  1548. bool BaseMaterial3D::get_flag(Flags p_flag) const {
  1549. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  1550. return flags[p_flag];
  1551. }
  1552. void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
  1553. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  1554. if (features[p_feature] == p_enabled) {
  1555. return;
  1556. }
  1557. features[p_feature] = p_enabled;
  1558. notify_property_list_changed();
  1559. _queue_shader_change();
  1560. }
  1561. bool BaseMaterial3D::get_feature(Feature p_feature) const {
  1562. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  1563. return features[p_feature];
  1564. }
  1565. void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
  1566. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  1567. textures[p_param] = p_texture;
  1568. RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  1569. RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
  1570. if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
  1571. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
  1572. Vector2i(p_texture->get_width(), p_texture->get_height()));
  1573. }
  1574. notify_property_list_changed();
  1575. _queue_shader_change();
  1576. }
  1577. Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
  1578. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
  1579. return textures[p_param];
  1580. }
  1581. Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
  1582. for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
  1583. TextureParam param = TextureParam(i);
  1584. if (p_name == shader_names->texture_names[param]) {
  1585. return textures[param];
  1586. }
  1587. }
  1588. return Ref<Texture2D>();
  1589. }
  1590. void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
  1591. texture_filter = p_filter;
  1592. _queue_shader_change();
  1593. }
  1594. BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
  1595. return texture_filter;
  1596. }
  1597. void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  1598. if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
  1599. property.usage = PROPERTY_USAGE_NO_EDITOR;
  1600. }
  1601. }
  1602. void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &property) const {
  1603. if (property.name.begins_with(text)) {
  1604. property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
  1605. }
  1606. }
  1607. void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
  1608. _validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
  1609. _validate_feature("emission", FEATURE_EMISSION, p_property);
  1610. _validate_feature("rim", FEATURE_RIM, p_property);
  1611. _validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
  1612. _validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
  1613. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
  1614. _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
  1615. _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
  1616. _validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
  1617. _validate_feature("refraction", FEATURE_REFRACTION, p_property);
  1618. _validate_feature("detail", FEATURE_DETAIL, p_property);
  1619. _validate_high_end("refraction", p_property);
  1620. _validate_high_end("subsurf_scatter", p_property);
  1621. _validate_high_end("heightmap", p_property);
  1622. if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  1623. p_property.usage = PROPERTY_USAGE_NONE;
  1624. }
  1625. if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  1626. p_property.usage = PROPERTY_USAGE_NONE;
  1627. }
  1628. if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
  1629. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1630. }
  1631. if (p_property.name == "grow_amount" && !grow_enabled) {
  1632. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1633. }
  1634. if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
  1635. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1636. }
  1637. if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
  1638. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1639. }
  1640. if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  1641. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1642. }
  1643. if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  1644. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1645. }
  1646. if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
  1647. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1648. }
  1649. if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1650. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1651. }
  1652. if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  1653. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  1654. }
  1655. // you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
  1656. const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
  1657. // alpha anti aliasiasing is only enabled when you can select aa
  1658. const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
  1659. // alpha scissor slider isn't needed when alpha antialiasing is enabled
  1660. if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
  1661. p_property.usage = PROPERTY_USAGE_NONE;
  1662. }
  1663. // alpha hash scale slider is only needed if transparency is alpha hash
  1664. if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
  1665. p_property.usage = PROPERTY_USAGE_NONE;
  1666. }
  1667. if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {
  1668. p_property.usage = PROPERTY_USAGE_NONE;
  1669. }
  1670. // we can't choose an antialiasing mode if alpha isn't possible
  1671. if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
  1672. p_property.usage = PROPERTY_USAGE_NONE;
  1673. }
  1674. if (p_property.name == "blend_mode" && alpha_aa_enabled) {
  1675. p_property.usage = PROPERTY_USAGE_NONE;
  1676. }
  1677. if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
  1678. p_property.usage = PROPERTY_USAGE_NONE;
  1679. }
  1680. if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
  1681. p_property.usage = PROPERTY_USAGE_NONE;
  1682. }
  1683. if (orm) {
  1684. if (p_property.name == "shading_mode") {
  1685. // Vertex not supported in ORM mode, since no individual roughness.
  1686. p_property.hint_string = "Unshaded,Per-Pixel";
  1687. }
  1688. if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
  1689. p_property.usage = PROPERTY_USAGE_NONE;
  1690. }
  1691. } else {
  1692. if (p_property.name == "orm_texture") {
  1693. p_property.usage = PROPERTY_USAGE_NONE;
  1694. }
  1695. }
  1696. if (shading_mode != SHADING_MODE_PER_PIXEL) {
  1697. if (shading_mode != SHADING_MODE_PER_VERTEX) {
  1698. //these may still work per vertex
  1699. if (p_property.name.begins_with("ao")) {
  1700. p_property.usage = PROPERTY_USAGE_NONE;
  1701. }
  1702. if (p_property.name.begins_with("emission")) {
  1703. p_property.usage = PROPERTY_USAGE_NONE;
  1704. }
  1705. if (p_property.name.begins_with("metallic")) {
  1706. p_property.usage = PROPERTY_USAGE_NONE;
  1707. }
  1708. if (p_property.name.begins_with("rim")) {
  1709. p_property.usage = PROPERTY_USAGE_NONE;
  1710. }
  1711. if (p_property.name.begins_with("roughness")) {
  1712. p_property.usage = PROPERTY_USAGE_NONE;
  1713. }
  1714. if (p_property.name.begins_with("subsurf_scatter")) {
  1715. p_property.usage = PROPERTY_USAGE_NONE;
  1716. }
  1717. }
  1718. //these definitely only need per pixel
  1719. if (p_property.name.begins_with("anisotropy")) {
  1720. p_property.usage = PROPERTY_USAGE_NONE;
  1721. }
  1722. if (p_property.name.begins_with("clearcoat")) {
  1723. p_property.usage = PROPERTY_USAGE_NONE;
  1724. }
  1725. if (p_property.name.begins_with("normal")) {
  1726. p_property.usage = PROPERTY_USAGE_NONE;
  1727. }
  1728. if (p_property.name.begins_with("backlight")) {
  1729. p_property.usage = PROPERTY_USAGE_NONE;
  1730. }
  1731. if (p_property.name.begins_with("transmittance")) {
  1732. p_property.usage = PROPERTY_USAGE_NONE;
  1733. }
  1734. }
  1735. }
  1736. void BaseMaterial3D::set_point_size(float p_point_size) {
  1737. point_size = p_point_size;
  1738. RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
  1739. }
  1740. float BaseMaterial3D::get_point_size() const {
  1741. return point_size;
  1742. }
  1743. void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
  1744. uv1_scale = p_scale;
  1745. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
  1746. }
  1747. Vector3 BaseMaterial3D::get_uv1_scale() const {
  1748. return uv1_scale;
  1749. }
  1750. void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
  1751. uv1_offset = p_offset;
  1752. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
  1753. }
  1754. Vector3 BaseMaterial3D::get_uv1_offset() const {
  1755. return uv1_offset;
  1756. }
  1757. void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  1758. // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
  1759. uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
  1760. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
  1761. }
  1762. float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
  1763. return uv1_triplanar_sharpness;
  1764. }
  1765. void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
  1766. uv2_scale = p_scale;
  1767. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
  1768. }
  1769. Vector3 BaseMaterial3D::get_uv2_scale() const {
  1770. return uv2_scale;
  1771. }
  1772. void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
  1773. uv2_offset = p_offset;
  1774. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
  1775. }
  1776. Vector3 BaseMaterial3D::get_uv2_offset() const {
  1777. return uv2_offset;
  1778. }
  1779. void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  1780. // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
  1781. uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
  1782. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
  1783. }
  1784. float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
  1785. return uv2_triplanar_sharpness;
  1786. }
  1787. void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
  1788. billboard_mode = p_mode;
  1789. _queue_shader_change();
  1790. notify_property_list_changed();
  1791. }
  1792. BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
  1793. return billboard_mode;
  1794. }
  1795. void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
  1796. particles_anim_h_frames = p_frames;
  1797. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
  1798. }
  1799. int BaseMaterial3D::get_particles_anim_h_frames() const {
  1800. return particles_anim_h_frames;
  1801. }
  1802. void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
  1803. particles_anim_v_frames = p_frames;
  1804. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
  1805. }
  1806. int BaseMaterial3D::get_particles_anim_v_frames() const {
  1807. return particles_anim_v_frames;
  1808. }
  1809. void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
  1810. particles_anim_loop = p_loop;
  1811. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
  1812. }
  1813. bool BaseMaterial3D::get_particles_anim_loop() const {
  1814. return particles_anim_loop;
  1815. }
  1816. void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
  1817. deep_parallax = p_enable;
  1818. _queue_shader_change();
  1819. notify_property_list_changed();
  1820. }
  1821. bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
  1822. return deep_parallax;
  1823. }
  1824. void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
  1825. deep_parallax_min_layers = p_layer;
  1826. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
  1827. }
  1828. int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
  1829. return deep_parallax_min_layers;
  1830. }
  1831. void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
  1832. deep_parallax_max_layers = p_layer;
  1833. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
  1834. }
  1835. int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
  1836. return deep_parallax_max_layers;
  1837. }
  1838. void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
  1839. heightmap_parallax_flip_tangent = p_flip;
  1840. 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));
  1841. }
  1842. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
  1843. return heightmap_parallax_flip_tangent;
  1844. }
  1845. void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
  1846. heightmap_parallax_flip_binormal = p_flip;
  1847. 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));
  1848. }
  1849. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
  1850. return heightmap_parallax_flip_binormal;
  1851. }
  1852. void BaseMaterial3D::set_grow_enabled(bool p_enable) {
  1853. grow_enabled = p_enable;
  1854. _queue_shader_change();
  1855. notify_property_list_changed();
  1856. }
  1857. bool BaseMaterial3D::is_grow_enabled() const {
  1858. return grow_enabled;
  1859. }
  1860. void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
  1861. alpha_scissor_threshold = p_threshold;
  1862. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
  1863. }
  1864. float BaseMaterial3D::get_alpha_scissor_threshold() const {
  1865. return alpha_scissor_threshold;
  1866. }
  1867. void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
  1868. alpha_hash_scale = p_scale;
  1869. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale);
  1870. }
  1871. float BaseMaterial3D::get_alpha_hash_scale() const {
  1872. return alpha_hash_scale;
  1873. }
  1874. void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {
  1875. alpha_antialiasing_edge = p_edge;
  1876. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge);
  1877. }
  1878. float BaseMaterial3D::get_alpha_antialiasing_edge() const {
  1879. return alpha_antialiasing_edge;
  1880. }
  1881. void BaseMaterial3D::set_grow(float p_grow) {
  1882. grow = p_grow;
  1883. RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
  1884. }
  1885. float BaseMaterial3D::get_grow() const {
  1886. return grow;
  1887. }
  1888. static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
  1889. static const Plane masks[5] = {
  1890. Plane(1, 0, 0, 0),
  1891. Plane(0, 1, 0, 0),
  1892. Plane(0, 0, 1, 0),
  1893. Plane(0, 0, 0, 1),
  1894. Plane(0.3333333, 0.3333333, 0.3333333, 0),
  1895. };
  1896. return masks[p_channel];
  1897. }
  1898. void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
  1899. ERR_FAIL_INDEX(p_channel, 5);
  1900. metallic_texture_channel = p_channel;
  1901. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
  1902. }
  1903. BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
  1904. return metallic_texture_channel;
  1905. }
  1906. void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
  1907. ERR_FAIL_INDEX(p_channel, 5);
  1908. roughness_texture_channel = p_channel;
  1909. _queue_shader_change();
  1910. }
  1911. BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
  1912. return roughness_texture_channel;
  1913. }
  1914. void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
  1915. ERR_FAIL_INDEX(p_channel, 5);
  1916. ao_texture_channel = p_channel;
  1917. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
  1918. }
  1919. BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
  1920. return ao_texture_channel;
  1921. }
  1922. void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
  1923. ERR_FAIL_INDEX(p_channel, 5);
  1924. refraction_texture_channel = p_channel;
  1925. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
  1926. }
  1927. BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
  1928. return refraction_texture_channel;
  1929. }
  1930. 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, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, RID *r_shader_rid) {
  1931. int64_t hash = 0;
  1932. if (p_shaded) {
  1933. hash |= 1 << 0;
  1934. }
  1935. if (p_transparent) {
  1936. hash |= 1 << 1;
  1937. }
  1938. if (p_cut_alpha) {
  1939. hash |= 1 << 2;
  1940. }
  1941. if (p_opaque_prepass) {
  1942. hash |= 1 << 3;
  1943. }
  1944. if (p_double_sided) {
  1945. hash |= 1 << 4;
  1946. }
  1947. if (p_billboard) {
  1948. hash |= 1 << 5;
  1949. }
  1950. if (p_billboard_y) {
  1951. hash |= 1 << 6;
  1952. }
  1953. if (p_msdf) {
  1954. hash |= 1 << 7;
  1955. }
  1956. if (p_no_depth) {
  1957. hash |= 1 << 8;
  1958. }
  1959. if (p_fixed_size) {
  1960. hash |= 1 << 9;
  1961. }
  1962. hash = hash_murmur3_one_64(p_filter, hash);
  1963. if (materials_for_2d.has(hash)) {
  1964. if (r_shader_rid) {
  1965. *r_shader_rid = materials_for_2d[hash]->get_shader_rid();
  1966. }
  1967. return materials_for_2d[hash];
  1968. }
  1969. Ref<StandardMaterial3D> material;
  1970. material.instantiate();
  1971. material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
  1972. material->set_transparency(p_transparent ? (p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : (p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA)) : TRANSPARENCY_DISABLED);
  1973. material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
  1974. material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
  1975. material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1976. material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
  1977. material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
  1978. material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
  1979. material->set_texture_filter(p_filter);
  1980. if (p_billboard || p_billboard_y) {
  1981. material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
  1982. material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
  1983. }
  1984. materials_for_2d[hash] = material;
  1985. if (r_shader_rid) {
  1986. *r_shader_rid = materials_for_2d[hash]->get_shader_rid();
  1987. }
  1988. return materials_for_2d[hash];
  1989. }
  1990. void BaseMaterial3D::set_on_top_of_alpha() {
  1991. set_transparency(TRANSPARENCY_DISABLED);
  1992. set_render_priority(RENDER_PRIORITY_MAX);
  1993. set_flag(FLAG_DISABLE_DEPTH_TEST, true);
  1994. }
  1995. void BaseMaterial3D::set_proximity_fade(bool p_enable) {
  1996. proximity_fade_enabled = p_enable;
  1997. _queue_shader_change();
  1998. notify_property_list_changed();
  1999. }
  2000. bool BaseMaterial3D::is_proximity_fade_enabled() const {
  2001. return proximity_fade_enabled;
  2002. }
  2003. void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
  2004. proximity_fade_distance = p_distance;
  2005. RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
  2006. }
  2007. float BaseMaterial3D::get_proximity_fade_distance() const {
  2008. return proximity_fade_distance;
  2009. }
  2010. void BaseMaterial3D::set_msdf_pixel_range(float p_range) {
  2011. msdf_pixel_range = p_range;
  2012. RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
  2013. }
  2014. float BaseMaterial3D::get_msdf_pixel_range() const {
  2015. return msdf_pixel_range;
  2016. }
  2017. void BaseMaterial3D::set_msdf_outline_size(float p_size) {
  2018. msdf_outline_size = p_size;
  2019. RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
  2020. }
  2021. float BaseMaterial3D::get_msdf_outline_size() const {
  2022. return msdf_outline_size;
  2023. }
  2024. void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
  2025. distance_fade = p_mode;
  2026. _queue_shader_change();
  2027. notify_property_list_changed();
  2028. }
  2029. BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
  2030. return distance_fade;
  2031. }
  2032. void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
  2033. distance_fade_max_distance = p_distance;
  2034. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
  2035. }
  2036. float BaseMaterial3D::get_distance_fade_max_distance() const {
  2037. return distance_fade_max_distance;
  2038. }
  2039. void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
  2040. distance_fade_min_distance = p_distance;
  2041. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
  2042. }
  2043. float BaseMaterial3D::get_distance_fade_min_distance() const {
  2044. return distance_fade_min_distance;
  2045. }
  2046. void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
  2047. if (emission_op == p_op) {
  2048. return;
  2049. }
  2050. emission_op = p_op;
  2051. _queue_shader_change();
  2052. }
  2053. BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
  2054. return emission_op;
  2055. }
  2056. RID BaseMaterial3D::get_shader_rid() const {
  2057. MutexLock lock(material_mutex);
  2058. if (element.in_list()) { // _is_shader_dirty() would create anoder mutex lock
  2059. ((BaseMaterial3D *)this)->_update_shader();
  2060. }
  2061. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  2062. return shader_map[current_key].shader;
  2063. }
  2064. Shader::Mode BaseMaterial3D::get_shader_mode() const {
  2065. return Shader::MODE_SPATIAL;
  2066. }
  2067. void BaseMaterial3D::_bind_methods() {
  2068. static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes");
  2069. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
  2070. ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
  2071. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
  2072. ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
  2073. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing);
  2074. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing);
  2075. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge);
  2076. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge);
  2077. ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
  2078. ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
  2079. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
  2080. ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
  2081. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
  2082. ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
  2083. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
  2084. ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
  2085. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
  2086. ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
  2087. ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
  2088. ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
  2089. ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
  2090. ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
  2091. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
  2092. ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
  2093. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
  2094. ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
  2095. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
  2096. ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
  2097. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
  2098. ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
  2099. ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
  2100. ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
  2101. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
  2102. ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
  2103. ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
  2104. ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
  2105. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
  2106. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
  2107. ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
  2108. ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
  2109. ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
  2110. ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
  2111. ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
  2112. ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
  2113. ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
  2114. ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
  2115. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
  2116. ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
  2117. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
  2118. ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
  2119. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
  2120. ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
  2121. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
  2122. ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
  2123. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
  2124. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
  2125. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
  2126. ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
  2127. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
  2128. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
  2129. ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
  2130. ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
  2131. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
  2132. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
  2133. ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
  2134. ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
  2135. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
  2136. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
  2137. ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
  2138. ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
  2139. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
  2140. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
  2141. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
  2142. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
  2143. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
  2144. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
  2145. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
  2146. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
  2147. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
  2148. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
  2149. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
  2150. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
  2151. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
  2152. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
  2153. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
  2154. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
  2155. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
  2156. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
  2157. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
  2158. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
  2159. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
  2160. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
  2161. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
  2162. ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
  2163. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
  2164. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
  2165. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
  2166. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
  2167. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
  2168. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
  2169. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
  2170. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
  2171. ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
  2172. ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
  2173. ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
  2174. ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
  2175. ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
  2176. ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
  2177. ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
  2178. ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
  2179. ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale);
  2180. ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale);
  2181. ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
  2182. ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
  2183. ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
  2184. ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
  2185. ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
  2186. ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
  2187. ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
  2188. ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
  2189. ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
  2190. ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
  2191. ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade);
  2192. ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
  2193. ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
  2194. ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
  2195. ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range);
  2196. ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range);
  2197. ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size);
  2198. ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size);
  2199. ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
  2200. ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
  2201. ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
  2202. ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
  2203. ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
  2204. ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
  2205. ADD_GROUP("Transparency", "");
  2206. ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency");
  2207. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
  2208. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
  2209. ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
  2210. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
  2211. ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_blend_mode", "get_blend_mode");
  2212. ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  2213. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
  2214. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
  2215. ADD_GROUP("Shading", "");
  2216. ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
  2217. ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
  2218. ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
  2219. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
  2220. ADD_GROUP("Vertex Color", "vertex_color");
  2221. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2222. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  2223. ADD_GROUP("Albedo", "albedo_");
  2224. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  2225. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  2226. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2227. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF);
  2228. ADD_GROUP("ORM", "orm_");
  2229. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
  2230. ADD_GROUP("Metallic", "metallic_");
  2231. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  2232. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  2233. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC);
  2234. ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
  2235. ADD_GROUP("Roughness", "roughness_");
  2236. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  2237. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  2238. ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
  2239. ADD_GROUP("Emission", "emission_");
  2240. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
  2241. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  2242. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy_multiplier", "get_emission_energy_multiplier");
  2243. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_intensity", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:nt"), "set_emission_intensity", "get_emission_intensity");
  2244. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
  2245. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
  2246. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
  2247. ADD_GROUP("Normal Map", "normal_");
  2248. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  2249. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  2250. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
  2251. ADD_GROUP("Rim", "rim_");
  2252. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
  2253. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  2254. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  2255. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM);
  2256. ADD_GROUP("Clearcoat", "clearcoat_");
  2257. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  2258. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  2259. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness");
  2260. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  2261. ADD_GROUP("Anisotropy", "anisotropy_");
  2262. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  2263. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  2264. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  2265. ADD_GROUP("Ambient Occlusion", "ao_");
  2266. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  2267. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
  2268. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  2269. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  2270. ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
  2271. ADD_GROUP("Height", "heightmap_");
  2272. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
  2273. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale");
  2274. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
  2275. 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");
  2276. 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");
  2277. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
  2278. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
  2279. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
  2280. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
  2281. ADD_GROUP("Subsurface Scattering", "subsurf_scatter_");
  2282. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
  2283. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  2284. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
  2285. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  2286. ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
  2287. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
  2288. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
  2289. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2290. 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");
  2291. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
  2292. ADD_GROUP("Back Lighting", "backlight_");
  2293. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT);
  2294. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
  2295. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
  2296. ADD_GROUP("Refraction", "refraction_");
  2297. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
  2298. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  2299. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  2300. ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
  2301. ADD_GROUP("Detail", "detail_");
  2302. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
  2303. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  2304. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode");
  2305. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  2306. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  2307. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  2308. ADD_GROUP("UV1", "uv1_");
  2309. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale", PROPERTY_HINT_LINK), "set_uv1_scale", "get_uv1_scale");
  2310. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  2311. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  2312. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  2313. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
  2314. ADD_GROUP("UV2", "uv2_");
  2315. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale", PROPERTY_HINT_LINK), "set_uv2_scale", "get_uv2_scale");
  2316. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  2317. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  2318. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  2319. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
  2320. ADD_GROUP("Sampling", "texture_");
  2321. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  2322. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
  2323. ADD_GROUP("Shadows", "");
  2324. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
  2325. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
  2326. ADD_GROUP("Billboard", "billboard_");
  2327. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  2328. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
  2329. ADD_GROUP("Particles Anim", "particles_anim_");
  2330. 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");
  2331. 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");
  2332. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  2333. ADD_GROUP("Grow", "grow_");
  2334. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
  2335. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001,suffix:m"), "set_grow", "get_grow");
  2336. ADD_GROUP("Transform", "");
  2337. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  2338. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  2339. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
  2340. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
  2341. ADD_GROUP("Proximity Fade", "proximity_fade_");
  2342. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
  2343. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
  2344. ADD_GROUP("MSDF", "msdf_");
  2345. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
  2346. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "1,250,1"), "set_msdf_outline_size", "get_msdf_outline_size");
  2347. ADD_GROUP("Distance Fade", "distance_fade_");
  2348. ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
  2349. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
  2350. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
  2351. BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
  2352. BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
  2353. BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
  2354. BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
  2355. BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
  2356. BIND_ENUM_CONSTANT(TEXTURE_RIM);
  2357. BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
  2358. BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
  2359. BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  2360. BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
  2361. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  2362. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2363. BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
  2364. BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
  2365. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
  2366. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  2367. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
  2368. BIND_ENUM_CONSTANT(TEXTURE_ORM);
  2369. BIND_ENUM_CONSTANT(TEXTURE_MAX);
  2370. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
  2371. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
  2372. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  2373. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
  2374. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
  2375. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
  2376. BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
  2377. BIND_ENUM_CONSTANT(DETAIL_UV_1);
  2378. BIND_ENUM_CONSTANT(DETAIL_UV_2);
  2379. BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
  2380. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
  2381. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
  2382. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
  2383. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2384. BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
  2385. BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
  2386. BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
  2387. BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
  2388. BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
  2389. BIND_ENUM_CONSTANT(FEATURE_EMISSION);
  2390. BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
  2391. BIND_ENUM_CONSTANT(FEATURE_RIM);
  2392. BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
  2393. BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
  2394. BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  2395. BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
  2396. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
  2397. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
  2398. BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
  2399. BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
  2400. BIND_ENUM_CONSTANT(FEATURE_DETAIL);
  2401. BIND_ENUM_CONSTANT(FEATURE_MAX);
  2402. BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
  2403. BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
  2404. BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
  2405. BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
  2406. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
  2407. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  2408. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  2409. BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  2410. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
  2411. BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
  2412. BIND_ENUM_CONSTANT(CULL_BACK);
  2413. BIND_ENUM_CONSTANT(CULL_FRONT);
  2414. BIND_ENUM_CONSTANT(CULL_DISABLED);
  2415. BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
  2416. BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2417. BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
  2418. BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
  2419. BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
  2420. BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
  2421. BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
  2422. BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
  2423. BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
  2424. BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
  2425. BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
  2426. BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
  2427. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2428. BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
  2429. BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
  2430. BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
  2431. BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
  2432. BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
  2433. BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
  2434. BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
  2435. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
  2436. BIND_ENUM_CONSTANT(FLAG_MAX);
  2437. BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
  2438. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
  2439. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
  2440. BIND_ENUM_CONSTANT(DIFFUSE_TOON);
  2441. BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
  2442. BIND_ENUM_CONSTANT(SPECULAR_TOON);
  2443. BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
  2444. BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
  2445. BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
  2446. BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
  2447. BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
  2448. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
  2449. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
  2450. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
  2451. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
  2452. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
  2453. BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
  2454. BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
  2455. BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
  2456. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
  2457. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
  2458. BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
  2459. }
  2460. BaseMaterial3D::BaseMaterial3D(bool p_orm) :
  2461. element(this) {
  2462. orm = p_orm;
  2463. // Initialize to the same values as the shader
  2464. set_albedo(Color(1.0, 1.0, 1.0, 1.0));
  2465. set_specular(0.5);
  2466. set_roughness(1.0);
  2467. set_metallic(0.0);
  2468. set_emission(Color(0, 0, 0));
  2469. set_emission_energy_multiplier(1.0);
  2470. set_normal_scale(1);
  2471. set_rim(1.0);
  2472. set_rim_tint(0.5);
  2473. set_clearcoat(1);
  2474. set_clearcoat_roughness(0.5);
  2475. set_anisotropy(0);
  2476. set_heightmap_scale(5.0);
  2477. set_subsurface_scattering_strength(0);
  2478. set_backlight(Color(0, 0, 0));
  2479. set_transmittance_color(Color(1, 1, 1, 1));
  2480. set_transmittance_depth(0.1);
  2481. set_transmittance_boost(0.0);
  2482. set_refraction(0.05);
  2483. set_point_size(1);
  2484. set_uv1_offset(Vector3(0, 0, 0));
  2485. set_uv1_scale(Vector3(1, 1, 1));
  2486. set_uv1_triplanar_blend_sharpness(1);
  2487. set_uv2_offset(Vector3(0, 0, 0));
  2488. set_uv2_scale(Vector3(1, 1, 1));
  2489. set_uv2_triplanar_blend_sharpness(1);
  2490. set_billboard_mode(BILLBOARD_DISABLED);
  2491. set_particles_anim_h_frames(1);
  2492. set_particles_anim_v_frames(1);
  2493. set_particles_anim_loop(false);
  2494. set_transparency(TRANSPARENCY_DISABLED);
  2495. set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
  2496. // Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default.
  2497. // <https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphacutoff>
  2498. set_alpha_scissor_threshold(0.5);
  2499. set_alpha_hash_scale(1.0);
  2500. set_alpha_antialiasing_edge(0.3);
  2501. set_proximity_fade_distance(1);
  2502. set_distance_fade_min_distance(0);
  2503. set_distance_fade_max_distance(10);
  2504. set_ao_light_affect(0.0);
  2505. set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
  2506. set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
  2507. set_ao_texture_channel(TEXTURE_CHANNEL_RED);
  2508. set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
  2509. set_grow(0.0);
  2510. set_heightmap_deep_parallax_min_layers(8);
  2511. set_heightmap_deep_parallax_max_layers(32);
  2512. set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
  2513. flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
  2514. flags[FLAG_USE_TEXTURE_REPEAT] = true;
  2515. is_initialized = true;
  2516. _queue_shader_change();
  2517. }
  2518. BaseMaterial3D::~BaseMaterial3D() {
  2519. MutexLock lock(material_mutex);
  2520. if (shader_map.has(current_key)) {
  2521. shader_map[current_key].users--;
  2522. if (shader_map[current_key].users == 0) {
  2523. //deallocate shader, as it's no longer in use
  2524. RS::get_singleton()->free(shader_map[current_key].shader);
  2525. shader_map.erase(current_key);
  2526. }
  2527. RS::get_singleton()->material_set_shader(_get_material(), RID());
  2528. }
  2529. }
  2530. //////////////////////
  2531. #ifndef DISABLE_DEPRECATED
  2532. // Kept for compatibility from 3.x to 4.0.
  2533. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
  2534. if (p_name == "flags_transparent") {
  2535. bool transparent = p_value;
  2536. if (transparent) {
  2537. set_transparency(TRANSPARENCY_ALPHA);
  2538. }
  2539. return true;
  2540. } else if (p_name == "flags_unshaded") {
  2541. bool unshaded = p_value;
  2542. if (unshaded) {
  2543. set_shading_mode(SHADING_MODE_UNSHADED);
  2544. }
  2545. return true;
  2546. } else if (p_name == "flags_vertex_lighting") {
  2547. bool vertex_lit = p_value;
  2548. if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
  2549. set_shading_mode(SHADING_MODE_PER_VERTEX);
  2550. }
  2551. return true;
  2552. } else if (p_name == "params_use_alpha_scissor") {
  2553. bool use_scissor = p_value;
  2554. if (use_scissor) {
  2555. set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
  2556. }
  2557. return true;
  2558. } else if (p_name == "params_use_alpha_hash") {
  2559. bool use_hash = p_value;
  2560. if (use_hash) {
  2561. set_transparency(TRANSPARENCY_ALPHA_HASH);
  2562. }
  2563. return true;
  2564. } else if (p_name == "params_depth_draw_mode") {
  2565. int mode = p_value;
  2566. if (mode == 3) {
  2567. set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2568. }
  2569. return true;
  2570. } else if (p_name == "depth_enabled") {
  2571. bool enabled = p_value;
  2572. if (enabled) {
  2573. set_feature(FEATURE_HEIGHT_MAPPING, true);
  2574. set_flag(FLAG_INVERT_HEIGHTMAP, true);
  2575. }
  2576. return true;
  2577. } else {
  2578. static const Pair<const char *, const char *> remaps[] = {
  2579. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2580. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2581. { "flags_no_depth_test", "no_depth_test" },
  2582. { "flags_use_point_size", "use_point_size" },
  2583. { "flags_fixed_size", "fixed_Size" },
  2584. { "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" },
  2585. { "flags_do_not_receive_shadows", "disable_receive_shadows" },
  2586. { "flags_disable_ambient_light", "disable_ambient_light" },
  2587. { "params_diffuse_mode", "diffuse_mode" },
  2588. { "params_specular_mode", "specular_mode" },
  2589. { "params_blend_mode", "blend_mode" },
  2590. { "params_cull_mode", "cull_mode" },
  2591. { "params_depth_draw_mode", "params_depth_draw_mode" },
  2592. { "params_point_size", "point_size" },
  2593. { "params_billboard_mode", "billboard_mode" },
  2594. { "params_billboard_keep_scale", "billboard_keep_scale" },
  2595. { "params_grow", "grow" },
  2596. { "params_grow_amount", "grow_amount" },
  2597. { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
  2598. { "params_alpha_hash_scale", "alpha_hash_scale" },
  2599. { "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
  2600. { "depth_scale", "heightmap_scale" },
  2601. { "depth_deep_parallax", "heightmap_deep_parallax" },
  2602. { "depth_min_layers", "heightmap_min_layers" },
  2603. { "depth_max_layers", "heightmap_max_layers" },
  2604. { "depth_flip_tangent", "heightmap_flip_tangent" },
  2605. { "depth_flip_binormal", "heightmap_flip_binormal" },
  2606. { "depth_texture", "heightmap_texture" },
  2607. { "emission_energy", "emission_energy_multiplier" },
  2608. { nullptr, nullptr },
  2609. };
  2610. int idx = 0;
  2611. while (remaps[idx].first) {
  2612. if (p_name == remaps[idx].first) {
  2613. set(remaps[idx].second, p_value);
  2614. return true;
  2615. }
  2616. idx++;
  2617. }
  2618. WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
  2619. return true;
  2620. }
  2621. return false;
  2622. }
  2623. #endif // DISABLE_DEPRECATED
  2624. ///////////////////////