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