material.cpp 134 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. void Material::set_next_pass(const Ref<Material> &p_pass) {
  37. for (Ref<Material> pass_child = p_pass; pass_child.is_valid(); pass_child = pass_child->get_next_pass()) {
  38. ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
  39. }
  40. if (next_pass == p_pass) {
  41. return;
  42. }
  43. next_pass = p_pass;
  44. RID next_pass_rid;
  45. if (next_pass.is_valid()) {
  46. next_pass_rid = next_pass->get_rid();
  47. }
  48. RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
  49. }
  50. Ref<Material> Material::get_next_pass() const {
  51. return next_pass;
  52. }
  53. void Material::set_render_priority(int p_priority) {
  54. ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
  55. ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
  56. render_priority = p_priority;
  57. RS::get_singleton()->material_set_render_priority(material, p_priority);
  58. }
  59. int Material::get_render_priority() const {
  60. return render_priority;
  61. }
  62. RID Material::get_rid() const {
  63. return material;
  64. }
  65. void Material::_validate_property(PropertyInfo &p_property) const {
  66. if (!_can_do_next_pass() && p_property.name == "next_pass") {
  67. p_property.usage = PROPERTY_USAGE_NONE;
  68. }
  69. if (!_can_use_render_priority() && p_property.name == "render_priority") {
  70. p_property.usage = PROPERTY_USAGE_NONE;
  71. }
  72. }
  73. void Material::_mark_ready() {
  74. init_state = INIT_STATE_READY;
  75. }
  76. void Material::_mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader) {
  77. // If this is happening as part of resource loading, it is not safe to queue the update
  78. // as an addition to the dirty list. It would be if the load is happening on the main thread,
  79. // but even so we'd rather perform the update directly instead of using the dirty list.
  80. if (ResourceLoader::is_within_load()) {
  81. DEV_ASSERT(init_state != INIT_STATE_READY);
  82. if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
  83. init_state = INIT_STATE_INITIALIZING;
  84. callable_mp(this, &Material::_mark_ready).call_deferred();
  85. p_update_shader.call_deferred();
  86. }
  87. } else {
  88. // Straightforward conditions.
  89. init_state = INIT_STATE_READY;
  90. p_add_to_dirty_list.call();
  91. }
  92. }
  93. void Material::inspect_native_shader_code() {
  94. SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
  95. RID shader = get_shader_rid();
  96. if (st && shader.is_valid()) {
  97. st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
  98. }
  99. }
  100. RID Material::get_shader_rid() const {
  101. RID ret;
  102. GDVIRTUAL_CALL(_get_shader_rid, ret);
  103. return ret;
  104. }
  105. Shader::Mode Material::get_shader_mode() const {
  106. Shader::Mode ret = Shader::MODE_MAX;
  107. GDVIRTUAL_CALL(_get_shader_mode, ret);
  108. return ret;
  109. }
  110. bool Material::_can_do_next_pass() const {
  111. bool ret = false;
  112. GDVIRTUAL_CALL(_can_do_next_pass, ret);
  113. return ret;
  114. }
  115. bool Material::_can_use_render_priority() const {
  116. bool ret = false;
  117. GDVIRTUAL_CALL(_can_use_render_priority, ret);
  118. return ret;
  119. }
  120. Ref<Resource> Material::create_placeholder() const {
  121. Ref<PlaceholderMaterial> placeholder;
  122. placeholder.instantiate();
  123. return placeholder;
  124. }
  125. void Material::_bind_methods() {
  126. ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
  127. ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
  128. ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
  129. ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
  130. ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
  131. ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
  132. ClassDB::bind_method(D_METHOD("create_placeholder"), &Material::create_placeholder);
  133. 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");
  134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
  135. BIND_CONSTANT(RENDER_PRIORITY_MAX);
  136. BIND_CONSTANT(RENDER_PRIORITY_MIN);
  137. GDVIRTUAL_BIND(_get_shader_rid)
  138. GDVIRTUAL_BIND(_get_shader_mode)
  139. GDVIRTUAL_BIND(_can_do_next_pass)
  140. GDVIRTUAL_BIND(_can_use_render_priority)
  141. }
  142. Material::Material() {
  143. material = RenderingServer::get_singleton()->material_create();
  144. render_priority = 0;
  145. }
  146. Material::~Material() {
  147. ERR_FAIL_NULL(RenderingServer::get_singleton());
  148. RenderingServer::get_singleton()->free(material);
  149. }
  150. ///////////////////////////////////
  151. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  152. if (shader.is_valid()) {
  153. const StringName *sn = remap_cache.getptr(p_name);
  154. if (sn) {
  155. set_shader_parameter(*sn, p_value);
  156. return true;
  157. }
  158. String s = p_name;
  159. if (s.begins_with("shader_parameter/")) {
  160. String param = s.replace_first("shader_parameter/", "");
  161. remap_cache[s] = param;
  162. set_shader_parameter(param, p_value);
  163. return true;
  164. }
  165. #ifndef DISABLE_DEPRECATED
  166. // Compatibility remaps are only needed here.
  167. if (s.begins_with("param/")) {
  168. s = s.replace_first("param/", "shader_parameter/");
  169. } else if (s.begins_with("shader_param/")) {
  170. s = s.replace_first("shader_param/", "shader_parameter/");
  171. } else if (s.begins_with("shader_uniform/")) {
  172. s = s.replace_first("shader_uniform/", "shader_parameter/");
  173. } else {
  174. return false; // Not a shader parameter.
  175. }
  176. WARN_PRINT("This material (containing shader with path: '" + shader->get_path() + "') uses an old deprecated parameter names. Consider re-saving this resource (or scene which contains it) in order for it to continue working in future versions.");
  177. String param = s.replace_first("shader_parameter/", "");
  178. remap_cache[s] = param;
  179. set_shader_parameter(param, p_value);
  180. return true;
  181. #endif
  182. }
  183. return false;
  184. }
  185. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  186. if (shader.is_valid()) {
  187. const StringName *sn = remap_cache.getptr(p_name);
  188. if (sn) {
  189. // Only return a parameter if it was previously set.
  190. r_ret = get_shader_parameter(*sn);
  191. return true;
  192. }
  193. }
  194. return false;
  195. }
  196. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  197. if (!shader.is_null()) {
  198. List<PropertyInfo> list;
  199. shader->get_shader_uniform_list(&list, true);
  200. HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
  201. LocalVector<Pair<String, LocalVector<String>>> vgroups;
  202. {
  203. HashMap<String, List<PropertyInfo>> none_subgroup;
  204. none_subgroup.insert("<None>", List<PropertyInfo>());
  205. groups.insert("<None>", none_subgroup);
  206. }
  207. String last_group = "<None>";
  208. String last_subgroup = "<None>";
  209. bool is_none_group_undefined = true;
  210. bool is_none_group = true;
  211. for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
  212. if (E->get().usage == PROPERTY_USAGE_GROUP) {
  213. if (!E->get().name.is_empty()) {
  214. Vector<String> vgroup = E->get().name.split("::");
  215. last_group = vgroup[0];
  216. if (vgroup.size() > 1) {
  217. last_subgroup = vgroup[1];
  218. } else {
  219. last_subgroup = "<None>";
  220. }
  221. is_none_group = false;
  222. if (!groups.has(last_group)) {
  223. PropertyInfo info;
  224. info.usage = PROPERTY_USAGE_GROUP;
  225. info.name = last_group.capitalize();
  226. info.hint_string = "shader_parameter/";
  227. List<PropertyInfo> none_subgroup;
  228. none_subgroup.push_back(info);
  229. HashMap<String, List<PropertyInfo>> subgroup_map;
  230. subgroup_map.insert("<None>", none_subgroup);
  231. groups.insert(last_group, subgroup_map);
  232. vgroups.push_back(Pair<String, LocalVector<String>>(last_group, { "<None>" }));
  233. }
  234. if (!groups[last_group].has(last_subgroup)) {
  235. PropertyInfo info;
  236. info.usage = PROPERTY_USAGE_SUBGROUP;
  237. info.name = last_subgroup.capitalize();
  238. info.hint_string = "shader_parameter/";
  239. List<PropertyInfo> subgroup;
  240. subgroup.push_back(info);
  241. groups[last_group].insert(last_subgroup, subgroup);
  242. for (Pair<String, LocalVector<String>> &group : vgroups) {
  243. if (group.first == last_group) {
  244. group.second.push_back(last_subgroup);
  245. break;
  246. }
  247. }
  248. }
  249. } else {
  250. last_group = "<None>";
  251. last_subgroup = "<None>";
  252. is_none_group = true;
  253. }
  254. continue; // Pass group.
  255. }
  256. if (is_none_group_undefined && is_none_group) {
  257. is_none_group_undefined = false;
  258. PropertyInfo info;
  259. info.usage = PROPERTY_USAGE_GROUP;
  260. info.name = "Shader Parameters";
  261. info.hint_string = "shader_parameter/";
  262. groups["<None>"]["<None>"].push_back(info);
  263. vgroups.push_back(Pair<String, LocalVector<String>>("<None>", { "<None>" }));
  264. }
  265. const bool is_uniform_cached = param_cache.has(E->get().name);
  266. bool is_uniform_type_compatible = true;
  267. if (is_uniform_cached) {
  268. // Check if the uniform Variant type changed, for example vec3 to vec4.
  269. const Variant &cached = param_cache.get(E->get().name);
  270. if (cached.is_array()) {
  271. // Allow some array conversions for backwards compatibility.
  272. is_uniform_type_compatible = Variant::can_convert(E->get().type, cached.get_type());
  273. } else {
  274. is_uniform_type_compatible = E->get().type == cached.get_type();
  275. }
  276. #ifndef DISABLE_DEPRECATED
  277. // PackedFloat32Array -> PackedVector4Array conversion.
  278. if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
  279. PackedVector4Array varray;
  280. PackedFloat32Array array = (PackedFloat32Array)cached;
  281. for (int i = 0; i + 3 < array.size(); i += 4) {
  282. varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
  283. }
  284. param_cache.insert(E->get().name, varray);
  285. is_uniform_type_compatible = true;
  286. }
  287. #endif
  288. if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
  289. // Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
  290. // Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.
  291. Object *cached_obj = cached;
  292. if (!cached_obj->is_class(E->get().hint_string)) {
  293. is_uniform_type_compatible = false;
  294. }
  295. }
  296. }
  297. PropertyInfo info = E->get();
  298. info.name = "shader_parameter/" + info.name;
  299. if (!is_uniform_cached || !is_uniform_type_compatible) {
  300. // Property has never been edited or its type changed, retrieve with default value.
  301. Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name);
  302. param_cache.insert(E->get().name, default_value);
  303. remap_cache.insert(info.name, E->get().name);
  304. }
  305. groups[last_group][last_subgroup].push_back(info);
  306. }
  307. for (const Pair<String, LocalVector<String>> &group_pair : vgroups) {
  308. String group = group_pair.first;
  309. for (const String &subgroup : group_pair.second) {
  310. List<PropertyInfo> &prop_infos = groups[group][subgroup];
  311. for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
  312. p_list->push_back(item->get());
  313. }
  314. }
  315. }
  316. }
  317. }
  318. bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {
  319. if (shader.is_valid()) {
  320. const StringName *pr = remap_cache.getptr(p_name);
  321. if (pr) {
  322. Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
  323. Variant current_value = get_shader_parameter(*pr);
  324. return default_value.get_type() != Variant::NIL && default_value != current_value;
  325. } else if (p_name == "render_priority" || p_name == "next_pass") {
  326. return true;
  327. }
  328. }
  329. return false;
  330. }
  331. bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {
  332. if (shader.is_valid()) {
  333. const StringName *pr = remap_cache.getptr(p_name);
  334. if (pr) {
  335. r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
  336. return true;
  337. } else if (p_name == "render_priority") {
  338. r_property = 0;
  339. return true;
  340. } else if (p_name == "next_pass") {
  341. r_property = Variant();
  342. return true;
  343. }
  344. }
  345. return false;
  346. }
  347. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  348. // Only connect/disconnect the signal when running in the editor.
  349. // This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`)
  350. // does nothing in non-editor builds anyway. See GH-34741 for details.
  351. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
  352. shader->disconnect_changed(callable_mp(this, &ShaderMaterial::_shader_changed));
  353. }
  354. shader = p_shader;
  355. RID rid;
  356. if (shader.is_valid()) {
  357. rid = shader->get_rid();
  358. if (Engine::get_singleton()->is_editor_hint()) {
  359. shader->connect_changed(callable_mp(this, &ShaderMaterial::_shader_changed));
  360. }
  361. }
  362. RS::get_singleton()->material_set_shader(_get_material(), rid);
  363. notify_property_list_changed(); //properties for shader exposed
  364. emit_changed();
  365. }
  366. Ref<Shader> ShaderMaterial::get_shader() const {
  367. return shader;
  368. }
  369. void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
  370. if (p_value.get_type() == Variant::NIL) {
  371. param_cache.erase(p_param);
  372. RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
  373. } else {
  374. Variant *v = param_cache.getptr(p_param);
  375. if (!v) {
  376. // Never assigned, also update the remap cache.
  377. remap_cache["shader_parameter/" + p_param.operator String()] = p_param;
  378. param_cache.insert(p_param, p_value);
  379. } else {
  380. *v = p_value;
  381. }
  382. if (p_value.get_type() == Variant::OBJECT) {
  383. RID tex_rid = p_value;
  384. if (tex_rid == RID()) {
  385. param_cache.erase(p_param);
  386. RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
  387. } else {
  388. RS::get_singleton()->material_set_param(_get_material(), p_param, tex_rid);
  389. }
  390. } else {
  391. RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
  392. }
  393. }
  394. }
  395. Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {
  396. if (param_cache.has(p_param)) {
  397. return param_cache[p_param];
  398. } else {
  399. return Variant();
  400. }
  401. }
  402. void ShaderMaterial::_shader_changed() {
  403. notify_property_list_changed(); //update all properties
  404. }
  405. void ShaderMaterial::_bind_methods() {
  406. ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
  407. ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
  408. ClassDB::bind_method(D_METHOD("set_shader_parameter", "param", "value"), &ShaderMaterial::set_shader_parameter);
  409. ClassDB::bind_method(D_METHOD("get_shader_parameter", "param"), &ShaderMaterial::get_shader_parameter);
  410. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
  411. }
  412. #ifdef TOOLS_ENABLED
  413. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  414. const String pf = p_function;
  415. if (p_idx == 0 && (pf == "get_shader_parameter" || pf == "set_shader_parameter")) {
  416. if (shader.is_valid()) {
  417. List<PropertyInfo> pl;
  418. shader->get_shader_uniform_list(&pl);
  419. for (const PropertyInfo &E : pl) {
  420. r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
  421. }
  422. }
  423. }
  424. Material::get_argument_options(p_function, p_idx, r_options);
  425. }
  426. #endif
  427. bool ShaderMaterial::_can_do_next_pass() const {
  428. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  429. }
  430. bool ShaderMaterial::_can_use_render_priority() const {
  431. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  432. }
  433. Shader::Mode ShaderMaterial::get_shader_mode() const {
  434. if (shader.is_valid()) {
  435. return shader->get_mode();
  436. } else {
  437. return Shader::MODE_SPATIAL;
  438. }
  439. }
  440. RID ShaderMaterial::get_shader_rid() const {
  441. if (shader.is_valid()) {
  442. return shader->get_rid();
  443. } else {
  444. return RID();
  445. }
  446. }
  447. ShaderMaterial::ShaderMaterial() {
  448. }
  449. ShaderMaterial::~ShaderMaterial() {
  450. }
  451. /////////////////////////////////
  452. Mutex BaseMaterial3D::material_mutex;
  453. SelfList<BaseMaterial3D>::List BaseMaterial3D::dirty_materials;
  454. HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
  455. BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
  456. void BaseMaterial3D::init_shaders() {
  457. shader_names = memnew(ShaderNames);
  458. shader_names->albedo = "albedo";
  459. shader_names->specular = "specular";
  460. shader_names->roughness = "roughness";
  461. shader_names->metallic = "metallic";
  462. shader_names->emission = "emission";
  463. shader_names->emission_energy = "emission_energy";
  464. shader_names->normal_scale = "normal_scale";
  465. shader_names->rim = "rim";
  466. shader_names->rim_tint = "rim_tint";
  467. shader_names->clearcoat = "clearcoat";
  468. shader_names->clearcoat_roughness = "clearcoat_roughness";
  469. shader_names->anisotropy = "anisotropy_ratio";
  470. shader_names->heightmap_scale = "heightmap_scale";
  471. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  472. shader_names->backlight = "backlight";
  473. shader_names->refraction = "refraction";
  474. shader_names->point_size = "point_size";
  475. shader_names->uv1_scale = "uv1_scale";
  476. shader_names->uv1_offset = "uv1_offset";
  477. shader_names->uv2_scale = "uv2_scale";
  478. shader_names->uv2_offset = "uv2_offset";
  479. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  480. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  481. shader_names->particles_anim_h_frames = "particles_anim_h_frames";
  482. shader_names->particles_anim_v_frames = "particles_anim_v_frames";
  483. shader_names->particles_anim_loop = "particles_anim_loop";
  484. shader_names->heightmap_min_layers = "heightmap_min_layers";
  485. shader_names->heightmap_max_layers = "heightmap_max_layers";
  486. shader_names->heightmap_flip = "heightmap_flip";
  487. shader_names->grow = "grow";
  488. shader_names->ao_light_affect = "ao_light_affect";
  489. shader_names->proximity_fade_distance = "proximity_fade_distance";
  490. shader_names->distance_fade_min = "distance_fade_min";
  491. shader_names->distance_fade_max = "distance_fade_max";
  492. shader_names->msdf_pixel_range = "msdf_pixel_range";
  493. shader_names->msdf_outline_size = "msdf_outline_size";
  494. shader_names->metallic_texture_channel = "metallic_texture_channel";
  495. shader_names->ao_texture_channel = "ao_texture_channel";
  496. shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
  497. shader_names->rim_texture_channel = "rim_texture_channel";
  498. shader_names->heightmap_texture_channel = "heightmap_texture_channel";
  499. shader_names->refraction_texture_channel = "refraction_texture_channel";
  500. shader_names->transmittance_color = "transmittance_color";
  501. shader_names->transmittance_depth = "transmittance_depth";
  502. shader_names->transmittance_boost = "transmittance_boost";
  503. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  504. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  505. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  506. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  507. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  508. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  509. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  510. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  511. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  512. shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
  513. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  514. shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
  515. shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
  516. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  517. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  518. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  519. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  520. shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
  521. shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
  522. shader_names->alpha_hash_scale = "alpha_hash_scale";
  523. shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge";
  524. shader_names->albedo_texture_size = "albedo_texture_size";
  525. }
  526. HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
  527. void BaseMaterial3D::finish_shaders() {
  528. materials_for_2d.clear();
  529. dirty_materials.clear();
  530. memdelete(shader_names);
  531. shader_names = nullptr;
  532. }
  533. void BaseMaterial3D::_update_shader() {
  534. MaterialKey mk = _compute_key();
  535. if (mk == current_key) {
  536. return; //no update required in the end
  537. }
  538. if (shader_map.has(current_key)) {
  539. shader_map[current_key].users--;
  540. if (shader_map[current_key].users == 0) {
  541. //deallocate shader, as it's no longer in use
  542. RS::get_singleton()->free(shader_map[current_key].shader);
  543. shader_map.erase(current_key);
  544. }
  545. }
  546. current_key = mk;
  547. if (shader_map.has(mk)) {
  548. RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  549. shader_map[mk].users++;
  550. return;
  551. }
  552. String texfilter_str;
  553. // Force linear filtering for the heightmap texture, as the heightmap effect
  554. // looks broken with nearest-neighbor filtering (with and without Deep Parallax).
  555. String texfilter_height_str;
  556. switch (texture_filter) {
  557. case TEXTURE_FILTER_NEAREST:
  558. texfilter_str = "filter_nearest";
  559. texfilter_height_str = "filter_linear";
  560. break;
  561. case TEXTURE_FILTER_LINEAR:
  562. texfilter_str = "filter_linear";
  563. texfilter_height_str = "filter_linear";
  564. break;
  565. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
  566. texfilter_str = "filter_nearest_mipmap";
  567. texfilter_height_str = "filter_linear_mipmap";
  568. break;
  569. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
  570. texfilter_str = "filter_linear_mipmap";
  571. texfilter_height_str = "filter_linear_mipmap";
  572. break;
  573. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
  574. texfilter_str = "filter_nearest_mipmap_anisotropic";
  575. texfilter_height_str = "filter_linear_mipmap_anisotropic";
  576. break;
  577. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
  578. texfilter_str = "filter_linear_mipmap_anisotropic";
  579. texfilter_height_str = "filter_linear_mipmap_anisotropic";
  580. break;
  581. case TEXTURE_FILTER_MAX:
  582. break; // Internal value, skip.
  583. }
  584. if (flags[FLAG_USE_TEXTURE_REPEAT]) {
  585. texfilter_str += ", repeat_enable";
  586. texfilter_height_str += ", repeat_enable";
  587. } else {
  588. texfilter_str += ", repeat_disable";
  589. texfilter_height_str += ", repeat_disable";
  590. }
  591. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  592. String code = vformat(
  593. "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
  594. orm ? "ORMMaterial3D" : "StandardMaterial3D");
  595. // Define shader type and render mode based on property values.
  596. code += "shader_type spatial;\nrender_mode ";
  597. switch (blend_mode) {
  598. case BLEND_MODE_MIX:
  599. code += "blend_mix";
  600. break;
  601. case BLEND_MODE_ADD:
  602. code += "blend_add";
  603. break;
  604. case BLEND_MODE_SUB:
  605. code += "blend_sub";
  606. break;
  607. case BLEND_MODE_MUL:
  608. code += "blend_mul";
  609. break;
  610. case BLEND_MODE_PREMULT_ALPHA:
  611. code += "blend_premul_alpha";
  612. break;
  613. case BLEND_MODE_MAX:
  614. break; // Internal value, skip.
  615. }
  616. DepthDrawMode ddm = depth_draw_mode;
  617. if (features[FEATURE_REFRACTION]) {
  618. ddm = DEPTH_DRAW_ALWAYS;
  619. }
  620. switch (ddm) {
  621. case DEPTH_DRAW_OPAQUE_ONLY:
  622. code += ", depth_draw_opaque";
  623. break;
  624. case DEPTH_DRAW_ALWAYS:
  625. code += ", depth_draw_always";
  626. break;
  627. case DEPTH_DRAW_DISABLED:
  628. code += ", depth_draw_never";
  629. break;
  630. case DEPTH_DRAW_MAX:
  631. break; // Internal value, skip.
  632. }
  633. switch (cull_mode) {
  634. case CULL_BACK:
  635. code += ", cull_back";
  636. break;
  637. case CULL_FRONT:
  638. code += ", cull_front";
  639. break;
  640. case CULL_DISABLED:
  641. code += ", cull_disabled";
  642. break;
  643. case CULL_MAX:
  644. break; // Internal value, skip.
  645. }
  646. switch (diffuse_mode) {
  647. case DIFFUSE_BURLEY:
  648. code += ", diffuse_burley";
  649. break;
  650. case DIFFUSE_LAMBERT:
  651. code += ", diffuse_lambert";
  652. break;
  653. case DIFFUSE_LAMBERT_WRAP:
  654. code += ", diffuse_lambert_wrap";
  655. break;
  656. case DIFFUSE_TOON:
  657. code += ", diffuse_toon";
  658. break;
  659. case DIFFUSE_MAX:
  660. break; // Internal value, skip.
  661. }
  662. switch (specular_mode) {
  663. case SPECULAR_SCHLICK_GGX:
  664. code += ", specular_schlick_ggx";
  665. break;
  666. case SPECULAR_TOON:
  667. code += ", specular_toon";
  668. break;
  669. case SPECULAR_DISABLED:
  670. code += ", specular_disabled";
  671. break;
  672. case SPECULAR_MAX:
  673. break; // Internal value, skip.
  674. }
  675. if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
  676. code += ", sss_mode_skin";
  677. }
  678. if (shading_mode == SHADING_MODE_UNSHADED) {
  679. code += ", unshaded";
  680. }
  681. if (flags[FLAG_DISABLE_DEPTH_TEST]) {
  682. code += ", depth_test_disabled";
  683. }
  684. if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
  685. code += ", particle_trails";
  686. }
  687. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  688. code += ", vertex_lighting";
  689. }
  690. if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
  691. code += ", shadows_disabled";
  692. }
  693. if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
  694. code += ", ambient_light_disabled";
  695. }
  696. if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
  697. code += ", shadow_to_opacity";
  698. }
  699. if (flags[FLAG_DISABLE_FOG]) {
  700. code += ", fog_disabled";
  701. }
  702. if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
  703. code += ", depth_prepass_alpha";
  704. }
  705. // Although it's technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
  706. // it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
  707. // saturate the MSAA mask.
  708. if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  709. // Alpha antialiasing is only useful with ALPHA_HASH or ALPHA_SCISSOR.
  710. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  711. code += ", alpha_to_coverage";
  712. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  713. code += ", alpha_to_coverage_and_one";
  714. }
  715. }
  716. code += ";\n";
  717. // Generate list of uniforms.
  718. code += vformat(R"(
  719. uniform vec4 albedo : source_color;
  720. uniform sampler2D texture_albedo : source_color, %s;
  721. )",
  722. texfilter_str);
  723. if (grow_enabled) {
  724. code += "uniform float grow : hint_range(-16.0, 16.0, 0.001);\n";
  725. }
  726. if (proximity_fade_enabled) {
  727. code += "uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01);\n";
  728. }
  729. if (distance_fade != DISTANCE_FADE_DISABLED) {
  730. code += R"(
  731. uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01);
  732. uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
  733. )";
  734. }
  735. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && flags[FLAG_UV1_USE_TRIPLANAR]) {
  736. String msg = "MSDF is not supported on triplanar materials. Ignoring MSDF in favor of triplanar mapping.";
  737. if (textures[TEXTURE_ALBEDO].is_valid()) {
  738. WARN_PRINT(vformat("%s (albedo %s): " + msg, get_path(), textures[TEXTURE_ALBEDO]->get_path()));
  739. } else if (!get_path().is_empty()) {
  740. WARN_PRINT(vformat("%s: " + msg, get_path()));
  741. } else {
  742. WARN_PRINT(msg);
  743. }
  744. }
  745. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  746. code += R"(
  747. uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0);
  748. uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0);
  749. )";
  750. }
  751. // Alpha scissor is only valid if there is no antialiasing edge.
  752. // Alpha hash is valid whenever, but not with alpha scissor.
  753. if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  754. code += "uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);\n";
  755. } else if (transparency == TRANSPARENCY_ALPHA_HASH) {
  756. code += "uniform float alpha_hash_scale : hint_range(0.0, 2.0, 0.01);\n";
  757. }
  758. // If alpha antialiasing isn't off, add in the edge variable.
  759. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
  760. (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
  761. code += R"(
  762. uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);
  763. uniform ivec2 albedo_texture_size;
  764. )";
  765. }
  766. code += "uniform float point_size : hint_range(0.1, 128.0, 0.1);\n";
  767. if (!orm) {
  768. code += vformat(R"(
  769. uniform float roughness : hint_range(0.0, 1.0);
  770. uniform sampler2D texture_metallic : hint_default_white, %s;
  771. uniform vec4 metallic_texture_channel;
  772. )",
  773. texfilter_str);
  774. switch (roughness_texture_channel) {
  775. case TEXTURE_CHANNEL_RED: {
  776. code += vformat("uniform sampler2D texture_roughness : hint_roughness_r, %s;\n", texfilter_str);
  777. } break;
  778. case TEXTURE_CHANNEL_GREEN: {
  779. code += vformat("uniform sampler2D texture_roughness : hint_roughness_g, %s;\n", texfilter_str);
  780. } break;
  781. case TEXTURE_CHANNEL_BLUE: {
  782. code += vformat("uniform sampler2D texture_roughness : hint_roughness_b, %s;\n", texfilter_str);
  783. } break;
  784. case TEXTURE_CHANNEL_ALPHA: {
  785. code += vformat("uniform sampler2D texture_roughness : hint_roughness_a, %s;\n", texfilter_str);
  786. } break;
  787. case TEXTURE_CHANNEL_GRAYSCALE: {
  788. code += vformat("uniform sampler2D texture_roughness : hint_roughness_gray, %s;\n", texfilter_str);
  789. } break;
  790. case TEXTURE_CHANNEL_MAX:
  791. break; // Internal value, skip.
  792. }
  793. code += R"(
  794. uniform float specular : hint_range(0.0, 1.0, 0.01);
  795. uniform float metallic : hint_range(0.0, 1.0, 0.01);
  796. )";
  797. } else {
  798. code += "uniform sampler2D texture_orm : hint_roughness_g, " + texfilter_str + ";\n";
  799. }
  800. if (billboard_mode == BILLBOARD_PARTICLES) {
  801. code += R"(
  802. uniform int particles_anim_h_frames : hint_range(1, 128);
  803. uniform int particles_anim_v_frames : hint_range(1, 128);
  804. uniform bool particles_anim_loop;
  805. )";
  806. }
  807. if (features[FEATURE_EMISSION]) {
  808. code += vformat(R"(
  809. uniform sampler2D texture_emission : source_color, hint_default_black, %s;
  810. uniform vec4 emission : source_color;
  811. uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
  812. )",
  813. texfilter_str);
  814. }
  815. if (features[FEATURE_REFRACTION]) {
  816. code += vformat(R"(
  817. uniform sampler2D texture_refraction : %s;
  818. uniform float refraction : hint_range(-1.0, 1.0, 0.001);
  819. uniform vec4 refraction_texture_channel;
  820. )",
  821. texfilter_str);
  822. }
  823. if (features[FEATURE_REFRACTION]) {
  824. code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;\n";
  825. }
  826. if (proximity_fade_enabled) {
  827. code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;\n";
  828. }
  829. if (features[FEATURE_NORMAL_MAPPING]) {
  830. code += vformat(R"(
  831. uniform sampler2D texture_normal : hint_roughness_normal, %s;
  832. uniform float normal_scale : hint_range(-16.0, 16.0);
  833. )",
  834. texfilter_str);
  835. }
  836. if (features[FEATURE_RIM]) {
  837. code += vformat(R"(
  838. uniform float rim : hint_range(0.0, 1.0, 0.01);
  839. uniform float rim_tint : hint_range(0.0, 1.0, 0.01);
  840. uniform sampler2D texture_rim : hint_default_white, %s;
  841. )",
  842. texfilter_str);
  843. }
  844. if (features[FEATURE_CLEARCOAT]) {
  845. code += vformat(R"(
  846. uniform float clearcoat : hint_range(0.0, 1.0, 0.01);
  847. uniform float clearcoat_roughness : hint_range(0.0, 1.0, 0.01);
  848. uniform sampler2D texture_clearcoat : hint_default_white, %s;
  849. )",
  850. texfilter_str);
  851. }
  852. if (features[FEATURE_ANISOTROPY]) {
  853. code += vformat(R"(
  854. uniform float anisotropy_ratio : hint_range(0.0, 1.0, 0.01);
  855. uniform sampler2D texture_flowmap : hint_anisotropy, %s;
  856. )",
  857. texfilter_str);
  858. }
  859. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  860. code += vformat(R"(
  861. uniform sampler2D texture_ambient_occlusion : hint_default_white, %s;
  862. uniform vec4 ao_texture_channel;
  863. uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
  864. )",
  865. texfilter_str);
  866. }
  867. if (features[FEATURE_DETAIL]) {
  868. code += vformat(R"(
  869. uniform sampler2D texture_detail_albedo : source_color, %s;
  870. uniform sampler2D texture_detail_normal : hint_normal, %s;
  871. uniform sampler2D texture_detail_mask : hint_default_white, %s;
  872. )",
  873. texfilter_str, texfilter_str, texfilter_str);
  874. }
  875. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  876. code += vformat(R"(
  877. uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01);
  878. uniform sampler2D texture_subsurface_scattering : hint_default_white, %s;
  879. )",
  880. texfilter_str);
  881. }
  882. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  883. code += vformat(R"(
  884. uniform vec4 transmittance_color : source_color;
  885. uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001);
  886. uniform sampler2D texture_subsurface_transmittance : hint_default_white, %s;
  887. uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01);
  888. )",
  889. texfilter_str);
  890. }
  891. if (features[FEATURE_BACKLIGHT]) {
  892. code += vformat(R"(
  893. uniform vec4 backlight : source_color;
  894. uniform sampler2D texture_backlight : hint_default_black, %s;
  895. )",
  896. texfilter_str);
  897. }
  898. if (features[FEATURE_HEIGHT_MAPPING]) {
  899. code += vformat(R"(
  900. uniform sampler2D texture_heightmap : hint_default_black, %s;
  901. uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001);
  902. uniform int heightmap_min_layers : hint_range(1, 64);
  903. uniform int heightmap_max_layers : hint_range(1, 64);
  904. uniform vec2 heightmap_flip;
  905. )",
  906. texfilter_height_str);
  907. }
  908. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  909. code += "varying vec3 uv1_triplanar_pos;\n";
  910. }
  911. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  912. code += "varying vec3 uv2_triplanar_pos;\n";
  913. }
  914. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  915. code += R"(
  916. uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001);
  917. varying vec3 uv1_power_normal;
  918. )";
  919. }
  920. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  921. code += R"(uniform float uv2_blend_sharpness : hint_range(0.0, 150.0, 0.001);
  922. varying vec3 uv2_power_normal;
  923. )";
  924. }
  925. code += R"(
  926. uniform vec3 uv1_scale;
  927. uniform vec3 uv1_offset;
  928. uniform vec3 uv2_scale;
  929. uniform vec3 uv2_offset;
  930. )";
  931. // Generate vertex shader.
  932. code += R"(
  933. void vertex() {)";
  934. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  935. code += R"(
  936. // Vertex Color is sRGB: Enabled
  937. if (!OUTPUT_IS_SRGB) {
  938. COLOR.rgb = mix(
  939. pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)),
  940. COLOR.rgb * (1.0 / 12.92),
  941. lessThan(COLOR.rgb, vec3(0.04045)));
  942. }
  943. )";
  944. }
  945. if (flags[FLAG_USE_POINT_SIZE]) {
  946. code += R"(
  947. // Use Point Size: Enabled
  948. POINT_SIZE = point_size;
  949. )";
  950. }
  951. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  952. code += R"(
  953. // Shading Mode: Per Vertex
  954. ROUGHNESS = roughness;
  955. )";
  956. }
  957. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  958. code += R"(
  959. UV = UV * uv1_scale.xy + uv1_offset.xy;
  960. )";
  961. }
  962. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  963. // Don't add a newline if the UV assignment above is already performed,
  964. // so that UV1 and UV2 are closer to each other.
  965. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  966. code += "\n";
  967. }
  968. code += R"( // Detail UV Layer: UV2
  969. UV2 = UV2 * uv2_scale.xy + uv2_offset.xy;
  970. )";
  971. }
  972. switch (billboard_mode) {
  973. case BILLBOARD_DISABLED: {
  974. } break;
  975. case BILLBOARD_ENABLED: {
  976. // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
  977. // This ensures the billboard faces the camera when casting shadows.
  978. code += R"(
  979. // Billboard Mode: Enabled
  980. MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
  981. MAIN_CAM_INV_VIEW_MATRIX[0],
  982. MAIN_CAM_INV_VIEW_MATRIX[1],
  983. MAIN_CAM_INV_VIEW_MATRIX[2],
  984. MODEL_MATRIX[3]);
  985. )";
  986. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  987. code += R"(
  988. // Billboard Keep Scale: Enabled
  989. MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
  990. vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
  991. vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
  992. vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
  993. vec4(0.0, 0.0, 0.0, 1.0));
  994. )";
  995. }
  996. code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
  997. } break;
  998. case BILLBOARD_FIXED_Y: {
  999. // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
  1000. // This ensures the billboard faces the camera when casting shadows.
  1001. code += R"(
  1002. // Billboard Mode: Y-Billboard
  1003. MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
  1004. vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0),
  1005. vec4(0.0, 1.0, 0.0, 0.0),
  1006. vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0),
  1007. MODEL_MATRIX[3]);
  1008. )";
  1009. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  1010. code += R"(
  1011. // Billboard Keep Scale: Enabled
  1012. MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
  1013. vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
  1014. vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
  1015. vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
  1016. vec4(0.0, 0.0, 0.0, 1.0));
  1017. )";
  1018. }
  1019. code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
  1020. } break;
  1021. case BILLBOARD_PARTICLES: {
  1022. // Make billboard and rotated by rotation.
  1023. code += R"(
  1024. // Billboard Mode: Particles
  1025. mat4 mat_world = mat4(
  1026. normalize(INV_VIEW_MATRIX[0]),
  1027. normalize(INV_VIEW_MATRIX[1]),
  1028. normalize(INV_VIEW_MATRIX[2]),
  1029. MODEL_MATRIX[3]);
  1030. mat_world = mat_world * mat4(
  1031. vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
  1032. vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
  1033. vec4(0.0, 0.0, 1.0, 0.0),
  1034. vec4(0.0, 0.0, 0.0, 1.0));
  1035. )";
  1036. // Set modelview.
  1037. code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
  1038. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  1039. code += R"(
  1040. // Billboard Keep Scale: Enabled
  1041. MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
  1042. vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
  1043. vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
  1044. vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
  1045. vec4(0.0, 0.0, 0.0, 1.0));
  1046. )";
  1047. }
  1048. // Set modelview normal and handle animation.
  1049. code += R"(
  1050. MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
  1051. float h_frames = float(particles_anim_h_frames);
  1052. float v_frames = float(particles_anim_v_frames);
  1053. float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);
  1054. float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));
  1055. if (!particles_anim_loop) {
  1056. particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);
  1057. } else {
  1058. particle_frame = mod(particle_frame, particle_total_frames);
  1059. }
  1060. UV /= vec2(h_frames, v_frames);
  1061. UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);
  1062. )";
  1063. } break;
  1064. case BILLBOARD_MAX:
  1065. break; // Internal value, skip.
  1066. }
  1067. if (flags[FLAG_FIXED_SIZE]) {
  1068. code += R"(
  1069. // Fixed Size: Enabled
  1070. if (PROJECTION_MATRIX[3][3] != 0.0) {
  1071. // Orthogonal matrix; try to do about the same with viewport size.
  1072. float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));
  1073. // Consistent with vertical FOV (Keep Height).
  1074. float sc = (h * 2.0);
  1075. MODELVIEW_MATRIX[0] *= sc;
  1076. MODELVIEW_MATRIX[1] *= sc;
  1077. MODELVIEW_MATRIX[2] *= sc;
  1078. } else {
  1079. // Scale by depth.
  1080. float sc = -(MODELVIEW_MATRIX)[3].z;
  1081. MODELVIEW_MATRIX[0] *= sc;
  1082. MODELVIEW_MATRIX[1] *= sc;
  1083. MODELVIEW_MATRIX[2] *= sc;
  1084. }
  1085. )";
  1086. }
  1087. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  1088. // Generate tangent and binormal in world space.
  1089. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1090. code += R"(
  1091. vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;
  1092. )";
  1093. } else {
  1094. code += R"(
  1095. vec3 normal = NORMAL;
  1096. )";
  1097. }
  1098. code += R"(
  1099. TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x);
  1100. TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y);
  1101. TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z);
  1102. )";
  1103. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1104. code += " TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);\n";
  1105. } else {
  1106. code += " TANGENT = normalize(TANGENT);\n";
  1107. }
  1108. code += R"(
  1109. BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x);
  1110. BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y);
  1111. BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z);
  1112. )";
  1113. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1114. code += " BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);\n";
  1115. } else {
  1116. code += " BINORMAL = normalize(BINORMAL);\n";
  1117. }
  1118. }
  1119. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1120. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1121. code += R"(
  1122. // UV1 Triplanar: Enabled (with World Triplanar)
  1123. uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness));
  1124. uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset;
  1125. )";
  1126. } else {
  1127. code += R"(
  1128. // UV1 Triplanar: Enabled
  1129. uv1_power_normal = pow(abs(NORMAL), vec3(uv1_blend_sharpness));
  1130. uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;
  1131. )";
  1132. }
  1133. code += R"( uv1_power_normal /= dot(uv1_power_normal, vec3(1.0));
  1134. uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0);
  1135. )";
  1136. }
  1137. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1138. if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
  1139. code += R"(
  1140. // UV2 Triplanar: Enabled (with World Triplanar)
  1141. uv2_power_normal = pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));
  1142. uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv2_scale + uv2_offset;
  1143. )";
  1144. } else {
  1145. code += R"(
  1146. // UV2 Triplanar: Enabled
  1147. uv2_power_normal = pow(abs(NORMAL), vec3(uv2_blend_sharpness));
  1148. uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;
  1149. )";
  1150. }
  1151. code += R"( uv2_power_normal /= dot(uv2_power_normal, vec3(1.0));
  1152. uv2_triplanar_pos *= vec3(1.0, -1.0, 1.0);
  1153. )";
  1154. }
  1155. if (grow_enabled) {
  1156. code += R"(
  1157. // Grow: Enabled
  1158. VERTEX += NORMAL * grow;
  1159. )";
  1160. }
  1161. code += "}\n";
  1162. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1163. code += R"(
  1164. float msdf_median(float r, float g, float b, float a) {
  1165. return min(max(min(r, g), min(max(r, g), b)), a);
  1166. }
  1167. )";
  1168. }
  1169. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  1170. code += R"(
  1171. vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
  1172. vec4 samp = vec4(0.0);
  1173. samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
  1174. samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
  1175. samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
  1176. return samp;
  1177. }
  1178. )";
  1179. }
  1180. // Generate fragment shader.
  1181. code += R"(
  1182. void fragment() {)";
  1183. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  1184. code += R"(
  1185. vec2 base_uv = UV;
  1186. )";
  1187. }
  1188. 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])) {
  1189. // Don't add a newline if the UV assignment above is already performed,
  1190. // so that UV1 and UV2 are closer to each other.
  1191. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1192. code += "\n";
  1193. }
  1194. code += R"( vec2 base_uv2 = UV2;
  1195. )";
  1196. }
  1197. if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
  1198. // Display both resource name and albedo texture name.
  1199. // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
  1200. // On the other hand, albedo textures are almost always external to the scene.
  1201. if (textures[TEXTURE_ALBEDO].is_valid()) {
  1202. 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()));
  1203. } else if (!get_path().is_empty()) {
  1204. WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
  1205. } else {
  1206. // Resource wasn't saved yet.
  1207. WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
  1208. }
  1209. }
  1210. // Heightmapping isn't supported at the same time as triplanar mapping.
  1211. if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1212. // Binormal is negative due to mikktspace. Flipping it "unflips" it.
  1213. code += R"(
  1214. {
  1215. // Height: Enabled
  1216. vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));
  1217. )";
  1218. if (deep_parallax) {
  1219. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
  1220. code += R"(
  1221. // Height Deep Parallax: Enabled
  1222. float num_layers = mix(float(heightmap_max_layers), float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));
  1223. float layer_depth = 1.0 / num_layers;
  1224. float current_layer_depth = 0.0;
  1225. vec2 p = view_dir.xy * heightmap_scale * 0.01;
  1226. vec2 delta = p / num_layers;
  1227. vec2 ofs = base_uv;
  1228. )";
  1229. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1230. code += " float depth = texture(texture_heightmap, ofs).r;\n";
  1231. } else {
  1232. code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  1233. }
  1234. code += R"(
  1235. float current_depth = 0.0;
  1236. while (current_depth < depth) {
  1237. ofs -= delta;
  1238. )";
  1239. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1240. code += " depth = texture(texture_heightmap, ofs).r;\n";
  1241. } else {
  1242. code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  1243. }
  1244. code += R"(
  1245. current_depth += layer_depth;
  1246. }
  1247. vec2 prev_ofs = ofs + delta;
  1248. float after_depth = depth - current_depth;
  1249. )";
  1250. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1251. code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
  1252. } else {
  1253. code += " float before_depth = (1.0 - texture(texture_heightmap, prev_ofs).r) - current_depth + layer_depth;\n";
  1254. }
  1255. code += R"(
  1256. float weight = after_depth / (after_depth - before_depth);
  1257. ofs = mix(ofs, prev_ofs, weight);
  1258. )";
  1259. } else {
  1260. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1261. code += " float depth = texture(texture_heightmap, base_uv).r;\n";
  1262. } else {
  1263. code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
  1264. }
  1265. // Use offset limiting to improve the appearance of non-deep parallax.
  1266. // This reduces the impression of depth, but avoids visible warping in the distance.
  1267. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
  1268. code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
  1269. }
  1270. code += " base_uv = ofs;\n";
  1271. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  1272. code += " base_uv2 -= ofs;\n";
  1273. }
  1274. code += " }\n";
  1275. }
  1276. if (flags[FLAG_USE_POINT_SIZE]) {
  1277. code += R"(
  1278. // Use Point Size: Enabled
  1279. vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
  1280. )";
  1281. } else {
  1282. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1283. code += R"(
  1284. vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos);
  1285. )";
  1286. } else {
  1287. code += R"(
  1288. vec4 albedo_tex = texture(texture_albedo, base_uv);
  1289. )";
  1290. }
  1291. }
  1292. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1293. code += R"(
  1294. {
  1295. // Albedo Texture MSDF: Enabled
  1296. albedo_tex.rgb = mix(
  1297. vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055),
  1298. vec3(12.92) * albedo_tex.rgb,
  1299. lessThan(albedo_tex.rgb, vec3(0.0031308)));
  1300. vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));
  1301. )";
  1302. if (flags[FLAG_USE_POINT_SIZE]) {
  1303. code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
  1304. } else {
  1305. code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
  1306. }
  1307. code += R"(
  1308. float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);
  1309. float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;
  1310. if (msdf_outline_size > 0.0) {
  1311. float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;
  1312. albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);
  1313. } else {
  1314. albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);
  1315. }
  1316. albedo_tex.rgb = vec3(1.0);
  1317. }
  1318. )";
  1319. } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
  1320. code += R"(
  1321. // Albedo Texture Force sRGB: Enabled
  1322. albedo_tex.rgb = mix(
  1323. pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)),
  1324. albedo_tex.rgb.rgb * (1.0 / 12.92),
  1325. lessThan(albedo_tex.rgb, vec3(0.04045)));
  1326. )";
  1327. }
  1328. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  1329. code += R"(
  1330. // Vertex Color Use as Albedo: Enabled
  1331. albedo_tex *= COLOR;
  1332. )";
  1333. }
  1334. code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  1335. if (!orm) {
  1336. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1337. code += R"(
  1338. float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), metallic_texture_channel);
  1339. )";
  1340. } else {
  1341. code += R"(
  1342. float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
  1343. )";
  1344. }
  1345. code += R"( METALLIC = metallic_tex * metallic;
  1346. SPECULAR = specular;
  1347. )";
  1348. switch (roughness_texture_channel) {
  1349. case TEXTURE_CHANNEL_RED: {
  1350. code += R"(
  1351. vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
  1352. )";
  1353. } break;
  1354. case TEXTURE_CHANNEL_GREEN: {
  1355. code += R"(
  1356. vec4 roughness_texture_channel = vec4(0.0, 1.0, 0.0, 0.0);
  1357. )";
  1358. } break;
  1359. case TEXTURE_CHANNEL_BLUE: {
  1360. code += R"(
  1361. vec4 roughness_texture_channel = vec4(0.0, 0.0, 1.0, 0.0);
  1362. )";
  1363. } break;
  1364. case TEXTURE_CHANNEL_ALPHA: {
  1365. code += R"(
  1366. vec4 roughness_texture_channel = vec4(0.0, 0.0, 0.0, 1.0);
  1367. )";
  1368. } break;
  1369. case TEXTURE_CHANNEL_GRAYSCALE: {
  1370. code += R"(
  1371. vec4 roughness_texture_channel = vec4(0.333333, 0.333333, 0.333333, 0.0);
  1372. )";
  1373. } break;
  1374. case TEXTURE_CHANNEL_MAX:
  1375. break; // Internal value, skip.
  1376. }
  1377. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1378. code += " float roughness_tex = dot(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel);\n";
  1379. } else {
  1380. code += " float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);\n";
  1381. }
  1382. code += R"( ROUGHNESS = roughness_tex * roughness;
  1383. )";
  1384. } else {
  1385. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1386. code += R"(
  1387. vec4 orm_tex = triplanar_texture(texture_orm, uv1_power_normal, uv1_triplanar_pos);
  1388. )";
  1389. } else {
  1390. code += R"(
  1391. vec4 orm_tex = texture(texture_orm, base_uv);
  1392. )";
  1393. }
  1394. code += R"( ROUGHNESS = orm_tex.g;
  1395. METALLIC = orm_tex.b;
  1396. )";
  1397. }
  1398. if (features[FEATURE_NORMAL_MAPPING]) {
  1399. code += R"(
  1400. // Normal Map: Enabled
  1401. )";
  1402. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1403. code += " NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
  1404. } else {
  1405. code += " NORMAL_MAP = texture(texture_normal, base_uv).rgb;\n";
  1406. }
  1407. code += " NORMAL_MAP_DEPTH = normal_scale;\n";
  1408. }
  1409. if (features[FEATURE_EMISSION]) {
  1410. code += R"(
  1411. // Emission: Enabled
  1412. )";
  1413. if (flags[FLAG_EMISSION_ON_UV2]) {
  1414. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1415. code += " vec3 emission_tex = triplanar_texture(texture_emission, uv2_power_normal, uv2_triplanar_pos).rgb;\n";
  1416. } else {
  1417. code += " vec3 emission_tex = texture(texture_emission, base_uv2).rgb;\n";
  1418. }
  1419. } else {
  1420. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1421. code += " vec3 emission_tex = triplanar_texture(texture_emission, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
  1422. } else {
  1423. code += " vec3 emission_tex = texture(texture_emission, base_uv).rgb;\n";
  1424. }
  1425. }
  1426. if (emission_op == EMISSION_OP_ADD) {
  1427. code += R"( // Emission Operator: Add
  1428. EMISSION = (emission.rgb + emission_tex) * emission_energy;
  1429. )";
  1430. } else {
  1431. code += R"( // Emission Operator: Multiply
  1432. EMISSION = (emission.rgb * emission_tex) * emission_energy;
  1433. )";
  1434. }
  1435. }
  1436. if (features[FEATURE_REFRACTION]) {
  1437. if (features[FEATURE_NORMAL_MAPPING]) {
  1438. code += R"(
  1439. // Refraction: Enabled (with normal map texture)
  1440. vec3 unpacked_normal = NORMAL_MAP;
  1441. unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
  1442. unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
  1443. vec3 ref_normal = normalize(mix(
  1444. NORMAL,
  1445. TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,
  1446. NORMAL_MAP_DEPTH));
  1447. )";
  1448. } else {
  1449. code += R"(
  1450. // Refraction: Enabled
  1451. vec3 ref_normal = NORMAL;
  1452. )";
  1453. }
  1454. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1455. 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";
  1456. } else {
  1457. code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, base_uv), refraction_texture_channel) * refraction;\n";
  1458. }
  1459. code += R"(
  1460. float ref_amount = 1.0 - albedo.a * albedo_tex.a;
  1461. EMISSION += textureLod(screen_texture, ref_ofs, ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;
  1462. ALBEDO *= 1.0 - ref_amount;
  1463. // Force transparency on the material (required for refraction).
  1464. ALPHA = 1.0;
  1465. )";
  1466. } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
  1467. code += " ALPHA *= albedo.a * albedo_tex.a;\n";
  1468. }
  1469. if (transparency == TRANSPARENCY_ALPHA_HASH) {
  1470. code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
  1471. } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  1472. code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
  1473. }
  1474. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
  1475. code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
  1476. code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
  1477. }
  1478. if (proximity_fade_enabled) {
  1479. code += R"(
  1480. // Proximity Fade: Enabled
  1481. float depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
  1482. vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth_tex, 1.0);
  1483. world_pos.xyz /= world_pos.w;
  1484. ALPHA *= clamp(1.0 - smoothstep(world_pos.z + proximity_fade_distance, world_pos.z, VERTEX.z), 0.0, 1.0);
  1485. )";
  1486. }
  1487. if (distance_fade != DISTANCE_FADE_DISABLED) {
  1488. // Use the slightly more expensive circular fade (distance to the object) instead of linear
  1489. // (Z distance), so that the fade is always the same regardless of the camera angle.
  1490. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
  1491. code += "\n {";
  1492. if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
  1493. code += R"(
  1494. // Distance Fade: Object Dither
  1495. float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
  1496. )";
  1497. } else {
  1498. code += R"(
  1499. // Distance Fade: Pixel Dither
  1500. float fade_distance = length(VERTEX);
  1501. )";
  1502. }
  1503. code += R"(
  1504. // Use interleaved gradient noise, which is fast but still looks good.
  1505. const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
  1506. float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
  1507. // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
  1508. if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {
  1509. discard;
  1510. }
  1511. }
  1512. )";
  1513. } else {
  1514. code += R"(
  1515. // Distance Fade: Pixel Alpha
  1516. ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);
  1517. )";
  1518. }
  1519. }
  1520. if (features[FEATURE_RIM]) {
  1521. code += R"(
  1522. // Rim: Enabled
  1523. )";
  1524. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1525. code += " vec2 rim_tex = triplanar_texture(texture_rim, uv1_power_normal, uv1_triplanar_pos).xy;\n";
  1526. } else {
  1527. code += " vec2 rim_tex = texture(texture_rim, base_uv).xy;\n";
  1528. }
  1529. code += R"( RIM = rim * rim_tex.x;
  1530. RIM_TINT = rim_tint * rim_tex.y;
  1531. )";
  1532. }
  1533. if (features[FEATURE_CLEARCOAT]) {
  1534. code += R"(
  1535. // Clearcoat: Enabled
  1536. )";
  1537. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1538. code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat, uv1_power_normal, uv1_triplanar_pos).xy;\n";
  1539. } else {
  1540. code += " vec2 clearcoat_tex = texture(texture_clearcoat, base_uv).xy;\n";
  1541. }
  1542. code += R"( CLEARCOAT = clearcoat * clearcoat_tex.x;
  1543. CLEARCOAT_ROUGHNESS = clearcoat_roughness * clearcoat_tex.y;
  1544. )";
  1545. }
  1546. if (features[FEATURE_ANISOTROPY]) {
  1547. code += R"(
  1548. // Anisotropy: Enabled
  1549. )";
  1550. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1551. code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap, uv1_power_normal, uv1_triplanar_pos).rga;\n";
  1552. } else {
  1553. code += " vec3 anisotropy_tex = texture(texture_flowmap, base_uv).rga;\n";
  1554. }
  1555. code += R"( ANISOTROPY = anisotropy_ratio * anisotropy_tex.b;
  1556. ANISOTROPY_FLOW = anisotropy_tex.rg * 2.0 - 1.0;
  1557. )";
  1558. }
  1559. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  1560. code += R"(
  1561. // Ambient Occlusion: Enabled
  1562. )";
  1563. if (!orm) {
  1564. if (flags[FLAG_AO_ON_UV2]) {
  1565. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1566. code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv2_power_normal, uv2_triplanar_pos), ao_texture_channel);\n";
  1567. } else {
  1568. code += " AO = dot(texture(texture_ambient_occlusion, base_uv2), ao_texture_channel);\n";
  1569. }
  1570. } else {
  1571. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1572. code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv1_power_normal, uv1_triplanar_pos), ao_texture_channel);\n";
  1573. } else {
  1574. code += " AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);\n";
  1575. }
  1576. }
  1577. } else {
  1578. code += " AO = orm_tex.r;\n";
  1579. }
  1580. code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
  1581. }
  1582. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  1583. code += R"(
  1584. // Subsurface Scattering: Enabled
  1585. )";
  1586. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1587. code += " float sss_tex = triplanar_texture(texture_subsurface_scattering, uv1_power_normal, uv1_triplanar_pos).r;\n";
  1588. } else {
  1589. code += " float sss_tex = texture(texture_subsurface_scattering, base_uv).r;\n";
  1590. }
  1591. code += " SSS_STRENGTH = subsurface_scattering_strength * sss_tex;\n";
  1592. }
  1593. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  1594. code += R"(
  1595. // Subsurface Scattering Transmittance: Enabled
  1596. )";
  1597. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1598. code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance, uv1_power_normal, uv1_triplanar_pos);\n";
  1599. } else {
  1600. code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv);\n";
  1601. }
  1602. code += " SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex;\n";
  1603. code += R"( SSS_TRANSMITTANCE_DEPTH = transmittance_depth;
  1604. SSS_TRANSMITTANCE_BOOST = transmittance_boost;
  1605. )";
  1606. }
  1607. if (features[FEATURE_BACKLIGHT]) {
  1608. code += R"(
  1609. // Backlight: Enabled
  1610. )";
  1611. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1612. code += " vec3 backlight_tex = triplanar_texture(texture_backlight, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
  1613. } else {
  1614. code += " vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;\n";
  1615. }
  1616. code += " BACKLIGHT = (backlight.rgb + backlight_tex);\n";
  1617. }
  1618. if (features[FEATURE_DETAIL]) {
  1619. code += R"(
  1620. // Detail: Enabled
  1621. )";
  1622. const bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  1623. if (triplanar) {
  1624. const String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  1625. code += vformat(R"( vec4 detail_tex = triplanar_texture(texture_detail_albedo, %s_power_normal, %s_triplanar_pos);
  1626. vec4 detail_norm_tex = triplanar_texture(texture_detail_normal, %s_power_normal, %s_triplanar_pos);
  1627. )",
  1628. tp_uv, tp_uv, tp_uv, tp_uv);
  1629. } else {
  1630. const String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  1631. code += vformat(R"( vec4 detail_tex = texture(texture_detail_albedo, %s);
  1632. vec4 detail_norm_tex = texture(texture_detail_normal, %s);
  1633. )",
  1634. det_uv, det_uv);
  1635. }
  1636. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1637. code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask, uv1_power_normal, uv1_triplanar_pos);\n";
  1638. } else {
  1639. code += " vec4 detail_mask_tex = texture(texture_detail_mask, base_uv);\n";
  1640. }
  1641. switch (detail_blend_mode) {
  1642. case BLEND_MODE_MIX: {
  1643. code += R"(
  1644. // Detail Blend Mode: Mix
  1645. vec3 detail = mix(ALBEDO.rgb, detail_tex.rgb, detail_tex.a);
  1646. )";
  1647. } break;
  1648. case BLEND_MODE_ADD: {
  1649. code += R"(
  1650. // Detail Blend Mode: Add
  1651. vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb + detail_tex.rgb, detail_tex.a);
  1652. )";
  1653. } break;
  1654. case BLEND_MODE_SUB: {
  1655. code += R"(
  1656. // Detail Blend Mode: Subtract
  1657. vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb - detail_tex.rgb, detail_tex.a);
  1658. )";
  1659. } break;
  1660. case BLEND_MODE_MUL: {
  1661. code += R"(
  1662. // Detail Blend Mode: Multiply
  1663. vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb * detail_tex.rgb, detail_tex.a);
  1664. )";
  1665. } break;
  1666. case BLEND_MODE_PREMULT_ALPHA: {
  1667. // This is unlikely to ever be used for detail textures, and in order for it to function in the editor, another bit must be used in MaterialKey,
  1668. // but there are only 5 bits left, so I'm going to leave this disabled unless it's actually requested.
  1669. //code += "\tvec3 detail = (1.0-detail_tex.a)*ALBEDO.rgb+detail_tex.rgb;\n";
  1670. } break;
  1671. case BLEND_MODE_MAX:
  1672. break; // Internal value, skip.
  1673. }
  1674. code += R"( vec3 detail_norm = mix(NORMAL_MAP, detail_norm_tex.rgb, detail_tex.a);
  1675. NORMAL_MAP = mix(NORMAL_MAP, detail_norm, detail_mask_tex.r);
  1676. ALBEDO.rgb = mix(ALBEDO.rgb, detail, detail_mask_tex.r);
  1677. )";
  1678. }
  1679. code += "}\n";
  1680. ShaderData shader_data;
  1681. shader_data.shader = RS::get_singleton()->shader_create();
  1682. shader_data.users = 1;
  1683. RS::get_singleton()->shader_set_code(shader_data.shader, code);
  1684. shader_map[mk] = shader_data;
  1685. RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  1686. }
  1687. void BaseMaterial3D::flush_changes() {
  1688. MutexLock lock(material_mutex);
  1689. while (dirty_materials.first()) {
  1690. dirty_materials.first()->self()->_update_shader();
  1691. dirty_materials.first()->remove_from_list();
  1692. }
  1693. }
  1694. void BaseMaterial3D::_queue_shader_change() {
  1695. MutexLock lock(material_mutex);
  1696. if (_is_initialized() && !element.in_list()) {
  1697. dirty_materials.add(&element);
  1698. }
  1699. }
  1700. void BaseMaterial3D::set_albedo(const Color &p_albedo) {
  1701. albedo = p_albedo;
  1702. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
  1703. }
  1704. Color BaseMaterial3D::get_albedo() const {
  1705. return albedo;
  1706. }
  1707. void BaseMaterial3D::set_specular(float p_specular) {
  1708. specular = p_specular;
  1709. RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
  1710. }
  1711. float BaseMaterial3D::get_specular() const {
  1712. return specular;
  1713. }
  1714. void BaseMaterial3D::set_roughness(float p_roughness) {
  1715. roughness = p_roughness;
  1716. RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
  1717. }
  1718. float BaseMaterial3D::get_roughness() const {
  1719. return roughness;
  1720. }
  1721. void BaseMaterial3D::set_metallic(float p_metallic) {
  1722. metallic = p_metallic;
  1723. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
  1724. }
  1725. float BaseMaterial3D::get_metallic() const {
  1726. return metallic;
  1727. }
  1728. void BaseMaterial3D::set_emission(const Color &p_emission) {
  1729. emission = p_emission;
  1730. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
  1731. }
  1732. Color BaseMaterial3D::get_emission() const {
  1733. return emission;
  1734. }
  1735. void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
  1736. emission_energy_multiplier = p_emission_energy_multiplier;
  1737. if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  1738. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
  1739. } else {
  1740. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
  1741. }
  1742. }
  1743. float BaseMaterial3D::get_emission_energy_multiplier() const {
  1744. return emission_energy_multiplier;
  1745. }
  1746. void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
  1747. ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
  1748. emission_intensity = p_emission_intensity;
  1749. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
  1750. }
  1751. float BaseMaterial3D::get_emission_intensity() const {
  1752. return emission_intensity;
  1753. }
  1754. void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
  1755. normal_scale = p_normal_scale;
  1756. RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
  1757. }
  1758. float BaseMaterial3D::get_normal_scale() const {
  1759. return normal_scale;
  1760. }
  1761. void BaseMaterial3D::set_rim(float p_rim) {
  1762. rim = p_rim;
  1763. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
  1764. }
  1765. float BaseMaterial3D::get_rim() const {
  1766. return rim;
  1767. }
  1768. void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
  1769. rim_tint = p_rim_tint;
  1770. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
  1771. }
  1772. float BaseMaterial3D::get_rim_tint() const {
  1773. return rim_tint;
  1774. }
  1775. void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
  1776. ao_light_affect = p_ao_light_affect;
  1777. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
  1778. }
  1779. float BaseMaterial3D::get_ao_light_affect() const {
  1780. return ao_light_affect;
  1781. }
  1782. void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
  1783. clearcoat = p_clearcoat;
  1784. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
  1785. }
  1786. float BaseMaterial3D::get_clearcoat() const {
  1787. return clearcoat;
  1788. }
  1789. void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
  1790. clearcoat_roughness = p_clearcoat_roughness;
  1791. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
  1792. }
  1793. float BaseMaterial3D::get_clearcoat_roughness() const {
  1794. return clearcoat_roughness;
  1795. }
  1796. void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
  1797. anisotropy = p_anisotropy;
  1798. RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
  1799. }
  1800. float BaseMaterial3D::get_anisotropy() const {
  1801. return anisotropy;
  1802. }
  1803. void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
  1804. heightmap_scale = p_heightmap_scale;
  1805. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
  1806. }
  1807. float BaseMaterial3D::get_heightmap_scale() const {
  1808. return heightmap_scale;
  1809. }
  1810. void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  1811. subsurface_scattering_strength = p_subsurface_scattering_strength;
  1812. RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  1813. }
  1814. float BaseMaterial3D::get_subsurface_scattering_strength() const {
  1815. return subsurface_scattering_strength;
  1816. }
  1817. void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
  1818. transmittance_color = p_color;
  1819. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
  1820. }
  1821. Color BaseMaterial3D::get_transmittance_color() const {
  1822. return transmittance_color;
  1823. }
  1824. void BaseMaterial3D::set_transmittance_depth(float p_depth) {
  1825. transmittance_depth = p_depth;
  1826. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
  1827. }
  1828. float BaseMaterial3D::get_transmittance_depth() const {
  1829. return transmittance_depth;
  1830. }
  1831. void BaseMaterial3D::set_transmittance_boost(float p_boost) {
  1832. transmittance_boost = p_boost;
  1833. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
  1834. }
  1835. float BaseMaterial3D::get_transmittance_boost() const {
  1836. return transmittance_boost;
  1837. }
  1838. void BaseMaterial3D::set_backlight(const Color &p_backlight) {
  1839. backlight = p_backlight;
  1840. RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
  1841. }
  1842. Color BaseMaterial3D::get_backlight() const {
  1843. return backlight;
  1844. }
  1845. void BaseMaterial3D::set_refraction(float p_refraction) {
  1846. refraction = p_refraction;
  1847. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
  1848. }
  1849. float BaseMaterial3D::get_refraction() const {
  1850. return refraction;
  1851. }
  1852. void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
  1853. if (detail_uv == p_detail_uv) {
  1854. return;
  1855. }
  1856. detail_uv = p_detail_uv;
  1857. _queue_shader_change();
  1858. }
  1859. BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
  1860. return detail_uv;
  1861. }
  1862. void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
  1863. if (blend_mode == p_mode) {
  1864. return;
  1865. }
  1866. blend_mode = p_mode;
  1867. _queue_shader_change();
  1868. }
  1869. BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
  1870. return blend_mode;
  1871. }
  1872. void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
  1873. detail_blend_mode = p_mode;
  1874. _queue_shader_change();
  1875. }
  1876. BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
  1877. return detail_blend_mode;
  1878. }
  1879. void BaseMaterial3D::set_transparency(Transparency p_transparency) {
  1880. if (transparency == p_transparency) {
  1881. return;
  1882. }
  1883. transparency = p_transparency;
  1884. _queue_shader_change();
  1885. notify_property_list_changed();
  1886. }
  1887. BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
  1888. return transparency;
  1889. }
  1890. void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
  1891. if (alpha_antialiasing_mode == p_alpha_aa) {
  1892. return;
  1893. }
  1894. alpha_antialiasing_mode = p_alpha_aa;
  1895. _queue_shader_change();
  1896. notify_property_list_changed();
  1897. }
  1898. BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
  1899. return alpha_antialiasing_mode;
  1900. }
  1901. void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
  1902. if (shading_mode == p_shading_mode) {
  1903. return;
  1904. }
  1905. shading_mode = p_shading_mode;
  1906. _queue_shader_change();
  1907. notify_property_list_changed();
  1908. }
  1909. BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
  1910. return shading_mode;
  1911. }
  1912. void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
  1913. if (depth_draw_mode == p_mode) {
  1914. return;
  1915. }
  1916. depth_draw_mode = p_mode;
  1917. _queue_shader_change();
  1918. }
  1919. BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
  1920. return depth_draw_mode;
  1921. }
  1922. void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
  1923. if (cull_mode == p_mode) {
  1924. return;
  1925. }
  1926. cull_mode = p_mode;
  1927. _queue_shader_change();
  1928. }
  1929. BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
  1930. return cull_mode;
  1931. }
  1932. void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
  1933. if (diffuse_mode == p_mode) {
  1934. return;
  1935. }
  1936. diffuse_mode = p_mode;
  1937. _queue_shader_change();
  1938. }
  1939. BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
  1940. return diffuse_mode;
  1941. }
  1942. void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
  1943. if (specular_mode == p_mode) {
  1944. return;
  1945. }
  1946. specular_mode = p_mode;
  1947. _queue_shader_change();
  1948. }
  1949. BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
  1950. return specular_mode;
  1951. }
  1952. void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
  1953. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  1954. if (flags[p_flag] == p_enabled) {
  1955. return;
  1956. }
  1957. flags[p_flag] = p_enabled;
  1958. if (
  1959. p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
  1960. p_flag == FLAG_USE_TEXTURE_REPEAT ||
  1961. p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
  1962. p_flag == FLAG_USE_POINT_SIZE ||
  1963. p_flag == FLAG_UV1_USE_TRIPLANAR ||
  1964. p_flag == FLAG_UV2_USE_TRIPLANAR) {
  1965. notify_property_list_changed();
  1966. }
  1967. if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
  1968. update_configuration_warning();
  1969. }
  1970. _queue_shader_change();
  1971. }
  1972. bool BaseMaterial3D::get_flag(Flags p_flag) const {
  1973. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  1974. return flags[p_flag];
  1975. }
  1976. void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
  1977. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  1978. if (features[p_feature] == p_enabled) {
  1979. return;
  1980. }
  1981. features[p_feature] = p_enabled;
  1982. notify_property_list_changed();
  1983. _queue_shader_change();
  1984. }
  1985. bool BaseMaterial3D::get_feature(Feature p_feature) const {
  1986. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  1987. return features[p_feature];
  1988. }
  1989. void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
  1990. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  1991. textures[p_param] = p_texture;
  1992. Variant rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
  1993. RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
  1994. if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
  1995. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
  1996. Vector2i(p_texture->get_width(), p_texture->get_height()));
  1997. }
  1998. notify_property_list_changed();
  1999. _queue_shader_change();
  2000. }
  2001. Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
  2002. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
  2003. return textures[p_param];
  2004. }
  2005. Ref<Texture2D> BaseMaterial3D::get_texture_by_name(const StringName &p_name) const {
  2006. for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
  2007. TextureParam param = TextureParam(i);
  2008. if (p_name == shader_names->texture_names[param]) {
  2009. return textures[param];
  2010. }
  2011. }
  2012. return Ref<Texture2D>();
  2013. }
  2014. void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
  2015. texture_filter = p_filter;
  2016. _queue_shader_change();
  2017. }
  2018. BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
  2019. return texture_filter;
  2020. }
  2021. void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  2022. if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
  2023. property.usage = PROPERTY_USAGE_NO_EDITOR;
  2024. }
  2025. }
  2026. void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
  2027. _validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
  2028. _validate_feature("emission", FEATURE_EMISSION, p_property);
  2029. _validate_feature("rim", FEATURE_RIM, p_property);
  2030. _validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
  2031. _validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
  2032. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
  2033. _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
  2034. _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
  2035. _validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
  2036. _validate_feature("refraction", FEATURE_REFRACTION, p_property);
  2037. _validate_feature("detail", FEATURE_DETAIL, p_property);
  2038. if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  2039. p_property.usage = PROPERTY_USAGE_NONE;
  2040. }
  2041. if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  2042. p_property.usage = PROPERTY_USAGE_NONE;
  2043. }
  2044. if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
  2045. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2046. }
  2047. if (p_property.name == "grow_amount" && !grow_enabled) {
  2048. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2049. }
  2050. if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
  2051. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2052. }
  2053. if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
  2054. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2055. }
  2056. if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  2057. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2058. }
  2059. if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  2060. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2061. }
  2062. if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
  2063. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2064. }
  2065. if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  2066. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2067. }
  2068. if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  2069. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2070. }
  2071. // you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
  2072. const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
  2073. // alpha anti aliasiasing is only enabled when you can select aa
  2074. const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
  2075. // alpha scissor slider isn't needed when alpha antialiasing is enabled
  2076. if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
  2077. p_property.usage = PROPERTY_USAGE_NONE;
  2078. }
  2079. // alpha hash scale slider is only needed if transparency is alpha hash
  2080. if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
  2081. p_property.usage = PROPERTY_USAGE_NONE;
  2082. }
  2083. if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {
  2084. p_property.usage = PROPERTY_USAGE_NONE;
  2085. }
  2086. // we can't choose an antialiasing mode if alpha isn't possible
  2087. if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
  2088. p_property.usage = PROPERTY_USAGE_NONE;
  2089. }
  2090. if (p_property.name == "blend_mode" && alpha_aa_enabled) {
  2091. p_property.usage = PROPERTY_USAGE_NONE;
  2092. }
  2093. if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
  2094. p_property.usage = PROPERTY_USAGE_NONE;
  2095. }
  2096. if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
  2097. p_property.usage = PROPERTY_USAGE_NONE;
  2098. }
  2099. if (orm) {
  2100. if (p_property.name == "shading_mode") {
  2101. // Vertex not supported in ORM mode, since no individual roughness.
  2102. p_property.hint_string = "Unshaded,Per-Pixel";
  2103. }
  2104. if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
  2105. p_property.usage = PROPERTY_USAGE_NONE;
  2106. }
  2107. } else {
  2108. if (p_property.name == "orm_texture") {
  2109. p_property.usage = PROPERTY_USAGE_NONE;
  2110. }
  2111. }
  2112. if (shading_mode != SHADING_MODE_PER_PIXEL) {
  2113. if (shading_mode != SHADING_MODE_PER_VERTEX) {
  2114. //these may still work per vertex
  2115. if (p_property.name.begins_with("ao")) {
  2116. p_property.usage = PROPERTY_USAGE_NONE;
  2117. }
  2118. if (p_property.name.begins_with("emission")) {
  2119. p_property.usage = PROPERTY_USAGE_NONE;
  2120. }
  2121. if (p_property.name.begins_with("metallic")) {
  2122. p_property.usage = PROPERTY_USAGE_NONE;
  2123. }
  2124. if (p_property.name.begins_with("rim")) {
  2125. p_property.usage = PROPERTY_USAGE_NONE;
  2126. }
  2127. if (p_property.name.begins_with("roughness")) {
  2128. p_property.usage = PROPERTY_USAGE_NONE;
  2129. }
  2130. if (p_property.name.begins_with("subsurf_scatter")) {
  2131. p_property.usage = PROPERTY_USAGE_NONE;
  2132. }
  2133. }
  2134. //these definitely only need per pixel
  2135. if (p_property.name.begins_with("anisotropy")) {
  2136. p_property.usage = PROPERTY_USAGE_NONE;
  2137. }
  2138. if (p_property.name.begins_with("clearcoat")) {
  2139. p_property.usage = PROPERTY_USAGE_NONE;
  2140. }
  2141. if (p_property.name.begins_with("normal")) {
  2142. p_property.usage = PROPERTY_USAGE_NONE;
  2143. }
  2144. if (p_property.name.begins_with("backlight")) {
  2145. p_property.usage = PROPERTY_USAGE_NONE;
  2146. }
  2147. if (p_property.name.begins_with("transmittance")) {
  2148. p_property.usage = PROPERTY_USAGE_NONE;
  2149. }
  2150. }
  2151. }
  2152. void BaseMaterial3D::set_point_size(float p_point_size) {
  2153. point_size = p_point_size;
  2154. RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
  2155. }
  2156. float BaseMaterial3D::get_point_size() const {
  2157. return point_size;
  2158. }
  2159. void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
  2160. uv1_scale = p_scale;
  2161. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
  2162. }
  2163. Vector3 BaseMaterial3D::get_uv1_scale() const {
  2164. return uv1_scale;
  2165. }
  2166. void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
  2167. uv1_offset = p_offset;
  2168. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
  2169. }
  2170. Vector3 BaseMaterial3D::get_uv1_offset() const {
  2171. return uv1_offset;
  2172. }
  2173. void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  2174. // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
  2175. uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
  2176. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
  2177. }
  2178. float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
  2179. return uv1_triplanar_sharpness;
  2180. }
  2181. void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
  2182. uv2_scale = p_scale;
  2183. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
  2184. }
  2185. Vector3 BaseMaterial3D::get_uv2_scale() const {
  2186. return uv2_scale;
  2187. }
  2188. void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
  2189. uv2_offset = p_offset;
  2190. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
  2191. }
  2192. Vector3 BaseMaterial3D::get_uv2_offset() const {
  2193. return uv2_offset;
  2194. }
  2195. void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  2196. // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
  2197. uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
  2198. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
  2199. }
  2200. float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
  2201. return uv2_triplanar_sharpness;
  2202. }
  2203. void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
  2204. billboard_mode = p_mode;
  2205. _queue_shader_change();
  2206. notify_property_list_changed();
  2207. }
  2208. BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
  2209. return billboard_mode;
  2210. }
  2211. void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
  2212. particles_anim_h_frames = p_frames;
  2213. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
  2214. }
  2215. int BaseMaterial3D::get_particles_anim_h_frames() const {
  2216. return particles_anim_h_frames;
  2217. }
  2218. void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
  2219. particles_anim_v_frames = p_frames;
  2220. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
  2221. }
  2222. int BaseMaterial3D::get_particles_anim_v_frames() const {
  2223. return particles_anim_v_frames;
  2224. }
  2225. void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
  2226. particles_anim_loop = p_loop;
  2227. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
  2228. }
  2229. bool BaseMaterial3D::get_particles_anim_loop() const {
  2230. return particles_anim_loop;
  2231. }
  2232. void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
  2233. deep_parallax = p_enable;
  2234. _queue_shader_change();
  2235. notify_property_list_changed();
  2236. }
  2237. bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
  2238. return deep_parallax;
  2239. }
  2240. void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
  2241. deep_parallax_min_layers = p_layer;
  2242. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
  2243. }
  2244. int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
  2245. return deep_parallax_min_layers;
  2246. }
  2247. void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
  2248. deep_parallax_max_layers = p_layer;
  2249. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
  2250. }
  2251. int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
  2252. return deep_parallax_max_layers;
  2253. }
  2254. void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
  2255. heightmap_parallax_flip_tangent = p_flip;
  2256. 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));
  2257. }
  2258. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
  2259. return heightmap_parallax_flip_tangent;
  2260. }
  2261. void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
  2262. heightmap_parallax_flip_binormal = p_flip;
  2263. 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));
  2264. }
  2265. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
  2266. return heightmap_parallax_flip_binormal;
  2267. }
  2268. void BaseMaterial3D::set_grow_enabled(bool p_enable) {
  2269. grow_enabled = p_enable;
  2270. _queue_shader_change();
  2271. notify_property_list_changed();
  2272. }
  2273. bool BaseMaterial3D::is_grow_enabled() const {
  2274. return grow_enabled;
  2275. }
  2276. void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
  2277. alpha_scissor_threshold = p_threshold;
  2278. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
  2279. }
  2280. float BaseMaterial3D::get_alpha_scissor_threshold() const {
  2281. return alpha_scissor_threshold;
  2282. }
  2283. void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
  2284. alpha_hash_scale = p_scale;
  2285. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_hash_scale, p_scale);
  2286. }
  2287. float BaseMaterial3D::get_alpha_hash_scale() const {
  2288. return alpha_hash_scale;
  2289. }
  2290. void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {
  2291. alpha_antialiasing_edge = p_edge;
  2292. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge);
  2293. }
  2294. float BaseMaterial3D::get_alpha_antialiasing_edge() const {
  2295. return alpha_antialiasing_edge;
  2296. }
  2297. void BaseMaterial3D::set_grow(float p_grow) {
  2298. grow = p_grow;
  2299. RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
  2300. }
  2301. float BaseMaterial3D::get_grow() const {
  2302. return grow;
  2303. }
  2304. static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
  2305. static const Plane masks[5] = {
  2306. Plane(1, 0, 0, 0),
  2307. Plane(0, 1, 0, 0),
  2308. Plane(0, 0, 1, 0),
  2309. Plane(0, 0, 0, 1),
  2310. Plane(0.3333333, 0.3333333, 0.3333333, 0),
  2311. };
  2312. return masks[p_channel];
  2313. }
  2314. void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
  2315. ERR_FAIL_INDEX(p_channel, 5);
  2316. metallic_texture_channel = p_channel;
  2317. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
  2318. }
  2319. BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
  2320. return metallic_texture_channel;
  2321. }
  2322. void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
  2323. ERR_FAIL_INDEX(p_channel, 5);
  2324. roughness_texture_channel = p_channel;
  2325. _queue_shader_change();
  2326. }
  2327. BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
  2328. return roughness_texture_channel;
  2329. }
  2330. void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
  2331. ERR_FAIL_INDEX(p_channel, 5);
  2332. ao_texture_channel = p_channel;
  2333. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
  2334. }
  2335. BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
  2336. return ao_texture_channel;
  2337. }
  2338. void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
  2339. ERR_FAIL_INDEX(p_channel, 5);
  2340. refraction_texture_channel = p_channel;
  2341. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
  2342. }
  2343. BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
  2344. return refraction_texture_channel;
  2345. }
  2346. Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) {
  2347. uint64_t key = 0;
  2348. key |= ((int8_t)p_shaded & 0x01) << 0;
  2349. key |= ((int8_t)p_transparency & 0x07) << 1; // Bits 1-3.
  2350. key |= ((int8_t)p_double_sided & 0x01) << 4;
  2351. key |= ((int8_t)p_billboard & 0x01) << 5;
  2352. key |= ((int8_t)p_billboard_y & 0x01) << 6;
  2353. key |= ((int8_t)p_msdf & 0x01) << 7;
  2354. key |= ((int8_t)p_no_depth & 0x01) << 8;
  2355. key |= ((int8_t)p_fixed_size & 0x01) << 9;
  2356. key |= ((int8_t)p_filter & 0x07) << 10; // Bits 10-12.
  2357. key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; // Bits 13-15.
  2358. if (materials_for_2d.has(key)) {
  2359. if (r_shader_rid) {
  2360. *r_shader_rid = materials_for_2d[key]->get_shader_rid();
  2361. }
  2362. return materials_for_2d[key];
  2363. }
  2364. Ref<StandardMaterial3D> material;
  2365. material.instantiate();
  2366. material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
  2367. material->set_transparency(p_transparency);
  2368. material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
  2369. material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
  2370. material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  2371. material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
  2372. material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
  2373. material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
  2374. material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
  2375. material->set_texture_filter(p_filter);
  2376. if (p_billboard || p_billboard_y) {
  2377. material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
  2378. material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
  2379. }
  2380. materials_for_2d[key] = material;
  2381. if (r_shader_rid) {
  2382. *r_shader_rid = materials_for_2d[key]->get_shader_rid();
  2383. }
  2384. return materials_for_2d[key];
  2385. }
  2386. void BaseMaterial3D::set_on_top_of_alpha() {
  2387. set_transparency(TRANSPARENCY_DISABLED);
  2388. set_render_priority(RENDER_PRIORITY_MAX);
  2389. set_flag(FLAG_DISABLE_DEPTH_TEST, true);
  2390. }
  2391. void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
  2392. proximity_fade_enabled = p_enable;
  2393. _queue_shader_change();
  2394. notify_property_list_changed();
  2395. }
  2396. bool BaseMaterial3D::is_proximity_fade_enabled() const {
  2397. return proximity_fade_enabled;
  2398. }
  2399. void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
  2400. proximity_fade_distance = MAX(p_distance, 0.01);
  2401. RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, proximity_fade_distance);
  2402. }
  2403. float BaseMaterial3D::get_proximity_fade_distance() const {
  2404. return proximity_fade_distance;
  2405. }
  2406. void BaseMaterial3D::set_msdf_pixel_range(float p_range) {
  2407. msdf_pixel_range = p_range;
  2408. RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
  2409. }
  2410. float BaseMaterial3D::get_msdf_pixel_range() const {
  2411. return msdf_pixel_range;
  2412. }
  2413. void BaseMaterial3D::set_msdf_outline_size(float p_size) {
  2414. msdf_outline_size = p_size;
  2415. RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
  2416. }
  2417. float BaseMaterial3D::get_msdf_outline_size() const {
  2418. return msdf_outline_size;
  2419. }
  2420. void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
  2421. distance_fade = p_mode;
  2422. _queue_shader_change();
  2423. notify_property_list_changed();
  2424. }
  2425. BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
  2426. return distance_fade;
  2427. }
  2428. void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
  2429. distance_fade_max_distance = p_distance;
  2430. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
  2431. }
  2432. float BaseMaterial3D::get_distance_fade_max_distance() const {
  2433. return distance_fade_max_distance;
  2434. }
  2435. void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
  2436. distance_fade_min_distance = p_distance;
  2437. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
  2438. }
  2439. float BaseMaterial3D::get_distance_fade_min_distance() const {
  2440. return distance_fade_min_distance;
  2441. }
  2442. void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
  2443. if (emission_op == p_op) {
  2444. return;
  2445. }
  2446. emission_op = p_op;
  2447. _queue_shader_change();
  2448. }
  2449. BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
  2450. return emission_op;
  2451. }
  2452. RID BaseMaterial3D::get_shader_rid() const {
  2453. MutexLock lock(material_mutex);
  2454. if (element.in_list()) {
  2455. ((BaseMaterial3D *)this)->_update_shader();
  2456. }
  2457. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  2458. return shader_map[current_key].shader;
  2459. }
  2460. Shader::Mode BaseMaterial3D::get_shader_mode() const {
  2461. return Shader::MODE_SPATIAL;
  2462. }
  2463. void BaseMaterial3D::_bind_methods() {
  2464. static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes");
  2465. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
  2466. ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
  2467. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
  2468. ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
  2469. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing);
  2470. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing);
  2471. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge);
  2472. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge);
  2473. ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
  2474. ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
  2475. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
  2476. ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
  2477. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
  2478. ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
  2479. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
  2480. ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
  2481. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
  2482. ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
  2483. ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
  2484. ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
  2485. ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
  2486. ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
  2487. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
  2488. ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
  2489. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
  2490. ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
  2491. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
  2492. ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
  2493. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
  2494. ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
  2495. ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
  2496. ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
  2497. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
  2498. ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
  2499. ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
  2500. ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
  2501. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
  2502. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
  2503. ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
  2504. ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
  2505. ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
  2506. ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
  2507. ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
  2508. ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
  2509. ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
  2510. ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
  2511. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
  2512. ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
  2513. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
  2514. ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
  2515. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
  2516. ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
  2517. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
  2518. ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
  2519. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
  2520. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
  2521. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
  2522. ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
  2523. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
  2524. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
  2525. ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
  2526. ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
  2527. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
  2528. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
  2529. ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
  2530. ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
  2531. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
  2532. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
  2533. ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
  2534. ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
  2535. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
  2536. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
  2537. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
  2538. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
  2539. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
  2540. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
  2541. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
  2542. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
  2543. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
  2544. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
  2545. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
  2546. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
  2547. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
  2548. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
  2549. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
  2550. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
  2551. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
  2552. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
  2553. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
  2554. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
  2555. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
  2556. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
  2557. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
  2558. ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
  2559. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
  2560. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
  2561. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
  2562. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
  2563. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
  2564. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
  2565. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
  2566. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
  2567. ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
  2568. ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
  2569. ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
  2570. ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
  2571. ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
  2572. ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
  2573. ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
  2574. ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
  2575. ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale);
  2576. ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale);
  2577. ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
  2578. ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
  2579. ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
  2580. ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
  2581. ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
  2582. ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
  2583. ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
  2584. ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
  2585. ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
  2586. ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
  2587. ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled);
  2588. ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
  2589. ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
  2590. ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
  2591. ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range);
  2592. ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range);
  2593. ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size);
  2594. ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size);
  2595. ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
  2596. ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
  2597. ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
  2598. ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
  2599. ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
  2600. ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
  2601. ADD_GROUP("Transparency", "");
  2602. ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency");
  2603. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
  2604. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
  2605. ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
  2606. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
  2607. ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
  2608. ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  2609. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
  2610. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
  2611. ADD_GROUP("Shading", "");
  2612. ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
  2613. ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
  2614. ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
  2615. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
  2616. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_fog"), "set_flag", "get_flag", FLAG_DISABLE_FOG);
  2617. ADD_GROUP("Vertex Color", "vertex_color");
  2618. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2619. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  2620. ADD_GROUP("Albedo", "albedo_");
  2621. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  2622. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  2623. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2624. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF);
  2625. ADD_GROUP("ORM", "orm_");
  2626. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
  2627. ADD_GROUP("Metallic", "metallic_");
  2628. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  2629. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  2630. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC);
  2631. ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
  2632. ADD_GROUP("Roughness", "roughness_");
  2633. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  2634. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  2635. ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
  2636. ADD_GROUP("Emission", "emission_");
  2637. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
  2638. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  2639. 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");
  2640. 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");
  2641. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
  2642. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
  2643. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
  2644. ADD_GROUP("Normal Map", "normal_");
  2645. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  2646. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  2647. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
  2648. ADD_GROUP("Rim", "rim_");
  2649. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
  2650. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  2651. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  2652. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM);
  2653. ADD_GROUP("Clearcoat", "clearcoat_");
  2654. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  2655. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  2656. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness");
  2657. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  2658. ADD_GROUP("Anisotropy", "anisotropy_");
  2659. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  2660. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  2661. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  2662. ADD_GROUP("Ambient Occlusion", "ao_");
  2663. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  2664. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
  2665. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  2666. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  2667. ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
  2668. ADD_GROUP("Height", "heightmap_");
  2669. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
  2670. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale");
  2671. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
  2672. 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");
  2673. 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");
  2674. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
  2675. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
  2676. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
  2677. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
  2678. ADD_GROUP("Subsurface Scattering", "subsurf_scatter_");
  2679. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
  2680. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  2681. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
  2682. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  2683. ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
  2684. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
  2685. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
  2686. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2687. 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");
  2688. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
  2689. ADD_GROUP("Back Lighting", "backlight_");
  2690. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT);
  2691. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
  2692. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
  2693. ADD_GROUP("Refraction", "refraction_");
  2694. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
  2695. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  2696. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  2697. ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
  2698. ADD_GROUP("Detail", "detail_");
  2699. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
  2700. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  2701. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode");
  2702. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  2703. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  2704. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  2705. ADD_GROUP("UV1", "uv1_");
  2706. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale", PROPERTY_HINT_LINK), "set_uv1_scale", "get_uv1_scale");
  2707. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  2708. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  2709. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  2710. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
  2711. ADD_GROUP("UV2", "uv2_");
  2712. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale", PROPERTY_HINT_LINK), "set_uv2_scale", "get_uv2_scale");
  2713. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  2714. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  2715. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  2716. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
  2717. ADD_GROUP("Sampling", "texture_");
  2718. 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");
  2719. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
  2720. ADD_GROUP("Shadows", "");
  2721. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
  2722. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
  2723. ADD_GROUP("Billboard", "billboard_");
  2724. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  2725. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
  2726. ADD_GROUP("Particles Anim", "particles_anim_");
  2727. 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");
  2728. 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");
  2729. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  2730. ADD_GROUP("Grow", "grow_");
  2731. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
  2732. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001,suffix:m"), "set_grow", "get_grow");
  2733. ADD_GROUP("Transform", "");
  2734. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  2735. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  2736. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
  2737. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
  2738. ADD_GROUP("Proximity Fade", "proximity_fade_");
  2739. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled");
  2740. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0.01,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
  2741. ADD_GROUP("MSDF", "msdf_");
  2742. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
  2743. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "0,250,1"), "set_msdf_outline_size", "get_msdf_outline_size");
  2744. ADD_GROUP("Distance Fade", "distance_fade_");
  2745. ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
  2746. 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");
  2747. 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");
  2748. BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
  2749. BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
  2750. BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
  2751. BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
  2752. BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
  2753. BIND_ENUM_CONSTANT(TEXTURE_RIM);
  2754. BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
  2755. BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
  2756. BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  2757. BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
  2758. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  2759. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2760. BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
  2761. BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
  2762. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
  2763. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  2764. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
  2765. BIND_ENUM_CONSTANT(TEXTURE_ORM);
  2766. BIND_ENUM_CONSTANT(TEXTURE_MAX);
  2767. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
  2768. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
  2769. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  2770. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
  2771. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
  2772. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
  2773. BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
  2774. BIND_ENUM_CONSTANT(DETAIL_UV_1);
  2775. BIND_ENUM_CONSTANT(DETAIL_UV_2);
  2776. BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
  2777. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
  2778. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
  2779. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
  2780. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2781. BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
  2782. BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
  2783. BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
  2784. BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
  2785. BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
  2786. BIND_ENUM_CONSTANT(FEATURE_EMISSION);
  2787. BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
  2788. BIND_ENUM_CONSTANT(FEATURE_RIM);
  2789. BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
  2790. BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
  2791. BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  2792. BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
  2793. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
  2794. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
  2795. BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
  2796. BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
  2797. BIND_ENUM_CONSTANT(FEATURE_DETAIL);
  2798. BIND_ENUM_CONSTANT(FEATURE_MAX);
  2799. BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
  2800. BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
  2801. BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
  2802. BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
  2803. BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
  2804. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
  2805. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  2806. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  2807. BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  2808. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
  2809. BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
  2810. BIND_ENUM_CONSTANT(CULL_BACK);
  2811. BIND_ENUM_CONSTANT(CULL_FRONT);
  2812. BIND_ENUM_CONSTANT(CULL_DISABLED);
  2813. BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
  2814. BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2815. BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
  2816. BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
  2817. BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
  2818. BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
  2819. BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
  2820. BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
  2821. BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
  2822. BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
  2823. BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
  2824. BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
  2825. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2826. BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
  2827. BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
  2828. BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
  2829. BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
  2830. BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
  2831. BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
  2832. BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
  2833. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
  2834. BIND_ENUM_CONSTANT(FLAG_DISABLE_FOG);
  2835. BIND_ENUM_CONSTANT(FLAG_MAX);
  2836. BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
  2837. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
  2838. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
  2839. BIND_ENUM_CONSTANT(DIFFUSE_TOON);
  2840. BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
  2841. BIND_ENUM_CONSTANT(SPECULAR_TOON);
  2842. BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
  2843. BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
  2844. BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
  2845. BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
  2846. BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
  2847. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
  2848. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
  2849. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
  2850. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
  2851. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
  2852. BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
  2853. BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
  2854. BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
  2855. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
  2856. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
  2857. BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
  2858. }
  2859. BaseMaterial3D::BaseMaterial3D(bool p_orm) :
  2860. element(this) {
  2861. orm = p_orm;
  2862. // Initialize to the same values as the shader
  2863. set_albedo(Color(1.0, 1.0, 1.0, 1.0));
  2864. set_specular(0.5);
  2865. set_roughness(1.0);
  2866. set_metallic(0.0);
  2867. set_emission(Color(0, 0, 0));
  2868. set_emission_energy_multiplier(1.0);
  2869. set_normal_scale(1);
  2870. set_rim(1.0);
  2871. set_rim_tint(0.5);
  2872. set_clearcoat(1);
  2873. set_clearcoat_roughness(0.5);
  2874. set_anisotropy(0);
  2875. set_heightmap_scale(5.0);
  2876. set_subsurface_scattering_strength(0);
  2877. set_backlight(Color(0, 0, 0));
  2878. set_transmittance_color(Color(1, 1, 1, 1));
  2879. set_transmittance_depth(0.1);
  2880. set_transmittance_boost(0.0);
  2881. set_refraction(0.05);
  2882. set_point_size(1);
  2883. set_uv1_offset(Vector3(0, 0, 0));
  2884. set_uv1_scale(Vector3(1, 1, 1));
  2885. set_uv1_triplanar_blend_sharpness(1);
  2886. set_uv2_offset(Vector3(0, 0, 0));
  2887. set_uv2_scale(Vector3(1, 1, 1));
  2888. set_uv2_triplanar_blend_sharpness(1);
  2889. set_billboard_mode(BILLBOARD_DISABLED);
  2890. set_particles_anim_h_frames(1);
  2891. set_particles_anim_v_frames(1);
  2892. set_particles_anim_loop(false);
  2893. set_transparency(TRANSPARENCY_DISABLED);
  2894. set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
  2895. // Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default.
  2896. // <https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphacutoff>
  2897. set_alpha_scissor_threshold(0.5);
  2898. set_alpha_hash_scale(1.0);
  2899. set_alpha_antialiasing_edge(0.3);
  2900. set_proximity_fade_distance(1);
  2901. set_distance_fade_min_distance(0);
  2902. set_distance_fade_max_distance(10);
  2903. set_ao_light_affect(0.0);
  2904. set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
  2905. set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
  2906. set_ao_texture_channel(TEXTURE_CHANNEL_RED);
  2907. set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
  2908. set_grow(0.0);
  2909. set_msdf_pixel_range(4.0);
  2910. set_msdf_outline_size(0.0);
  2911. set_heightmap_deep_parallax_min_layers(8);
  2912. set_heightmap_deep_parallax_max_layers(32);
  2913. set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
  2914. flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
  2915. flags[FLAG_USE_TEXTURE_REPEAT] = true;
  2916. current_key.invalid_key = 1;
  2917. _mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change), callable_mp(this, &BaseMaterial3D::_update_shader));
  2918. }
  2919. BaseMaterial3D::~BaseMaterial3D() {
  2920. ERR_FAIL_NULL(RenderingServer::get_singleton());
  2921. MutexLock lock(material_mutex);
  2922. if (shader_map.has(current_key)) {
  2923. shader_map[current_key].users--;
  2924. if (shader_map[current_key].users == 0) {
  2925. //deallocate shader, as it's no longer in use
  2926. RS::get_singleton()->free(shader_map[current_key].shader);
  2927. shader_map.erase(current_key);
  2928. }
  2929. RS::get_singleton()->material_set_shader(_get_material(), RID());
  2930. }
  2931. }
  2932. //////////////////////
  2933. #ifndef DISABLE_DEPRECATED
  2934. // Kept for compatibility from 3.x to 4.0.
  2935. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
  2936. if (p_name == "flags_transparent") {
  2937. bool transparent = p_value;
  2938. if (transparent) {
  2939. set_transparency(TRANSPARENCY_ALPHA);
  2940. }
  2941. return true;
  2942. } else if (p_name == "flags_unshaded") {
  2943. bool unshaded = p_value;
  2944. if (unshaded) {
  2945. set_shading_mode(SHADING_MODE_UNSHADED);
  2946. }
  2947. return true;
  2948. } else if (p_name == "flags_vertex_lighting") {
  2949. bool vertex_lit = p_value;
  2950. if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
  2951. set_shading_mode(SHADING_MODE_PER_VERTEX);
  2952. }
  2953. return true;
  2954. } else if (p_name == "params_use_alpha_scissor") {
  2955. bool use_scissor = p_value;
  2956. if (use_scissor) {
  2957. set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
  2958. }
  2959. return true;
  2960. } else if (p_name == "params_use_alpha_hash") {
  2961. bool use_hash = p_value;
  2962. if (use_hash) {
  2963. set_transparency(TRANSPARENCY_ALPHA_HASH);
  2964. }
  2965. return true;
  2966. } else if (p_name == "params_depth_draw_mode") {
  2967. int mode = p_value;
  2968. if (mode == 3) {
  2969. set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2970. }
  2971. return true;
  2972. } else if (p_name == "depth_enabled") {
  2973. bool enabled = p_value;
  2974. if (enabled) {
  2975. set_feature(FEATURE_HEIGHT_MAPPING, true);
  2976. set_flag(FLAG_INVERT_HEIGHTMAP, true);
  2977. }
  2978. return true;
  2979. } else {
  2980. static const Pair<const char *, const char *> remaps[] = {
  2981. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2982. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2983. { "flags_no_depth_test", "no_depth_test" },
  2984. { "flags_use_point_size", "use_point_size" },
  2985. { "flags_fixed_size", "fixed_size" },
  2986. { "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" },
  2987. { "flags_do_not_receive_shadows", "disable_receive_shadows" },
  2988. { "flags_disable_ambient_light", "disable_ambient_light" },
  2989. { "params_diffuse_mode", "diffuse_mode" },
  2990. { "params_specular_mode", "specular_mode" },
  2991. { "params_blend_mode", "blend_mode" },
  2992. { "params_cull_mode", "cull_mode" },
  2993. { "params_depth_draw_mode", "params_depth_draw_mode" },
  2994. { "params_point_size", "point_size" },
  2995. { "params_billboard_mode", "billboard_mode" },
  2996. { "params_billboard_keep_scale", "billboard_keep_scale" },
  2997. { "params_grow", "grow" },
  2998. { "params_grow_amount", "grow_amount" },
  2999. { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
  3000. { "params_alpha_hash_scale", "alpha_hash_scale" },
  3001. { "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
  3002. { "depth_scale", "heightmap_scale" },
  3003. { "depth_deep_parallax", "heightmap_deep_parallax" },
  3004. { "depth_min_layers", "heightmap_min_layers" },
  3005. { "depth_max_layers", "heightmap_max_layers" },
  3006. { "depth_flip_tangent", "heightmap_flip_tangent" },
  3007. { "depth_flip_binormal", "heightmap_flip_binormal" },
  3008. { "depth_texture", "heightmap_texture" },
  3009. { "emission_energy", "emission_energy_multiplier" },
  3010. { nullptr, nullptr },
  3011. };
  3012. int idx = 0;
  3013. while (remaps[idx].first) {
  3014. if (p_name == remaps[idx].first) {
  3015. set(remaps[idx].second, p_value);
  3016. return true;
  3017. }
  3018. idx++;
  3019. }
  3020. WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
  3021. return true;
  3022. }
  3023. }
  3024. #endif // DISABLE_DEPRECATED
  3025. ///////////////////////