material.cpp 107 KB

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  1. /*************************************************************************/
  2. /* material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "material.h"
  31. #include "core/engine.h"
  32. #ifdef TOOLS_ENABLED
  33. #include "editor/editor_settings.h"
  34. #endif
  35. #include "scene/scene_string_names.h"
  36. void Material::set_next_pass(const Ref<Material> &p_pass) {
  37. for (Ref<Material> pass_child = p_pass; pass_child != nullptr; pass_child = pass_child->get_next_pass()) {
  38. ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
  39. }
  40. if (next_pass == p_pass)
  41. return;
  42. next_pass = p_pass;
  43. RID next_pass_rid;
  44. if (next_pass.is_valid())
  45. next_pass_rid = next_pass->get_rid();
  46. RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
  47. }
  48. Ref<Material> Material::get_next_pass() const {
  49. return next_pass;
  50. }
  51. void Material::set_render_priority(int p_priority) {
  52. ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
  53. ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
  54. render_priority = p_priority;
  55. RS::get_singleton()->material_set_render_priority(material, p_priority);
  56. }
  57. int Material::get_render_priority() const {
  58. return render_priority;
  59. }
  60. RID Material::get_rid() const {
  61. return material;
  62. }
  63. void Material::_validate_property(PropertyInfo &property) const {
  64. if (!_can_do_next_pass() && property.name == "next_pass") {
  65. property.usage = 0;
  66. }
  67. }
  68. void Material::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
  70. ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
  71. ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
  72. ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
  73. 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");
  74. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
  75. BIND_CONSTANT(RENDER_PRIORITY_MAX);
  76. BIND_CONSTANT(RENDER_PRIORITY_MIN);
  77. }
  78. Material::Material() {
  79. material = RenderingServer::get_singleton()->material_create();
  80. render_priority = 0;
  81. }
  82. Material::~Material() {
  83. RenderingServer::get_singleton()->free(material);
  84. }
  85. ///////////////////////////////////
  86. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  87. if (shader.is_valid()) {
  88. StringName pr = shader->remap_param(p_name);
  89. if (!pr) {
  90. String n = p_name;
  91. if (n.find("param/") == 0) { //backwards compatibility
  92. pr = n.substr(6, n.length());
  93. }
  94. if (n.find("shader_param/") == 0) { //backwards compatibility
  95. pr = n.replace_first("shader_param/", "");
  96. }
  97. }
  98. if (pr) {
  99. RenderingServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
  100. return true;
  101. }
  102. }
  103. return false;
  104. }
  105. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  106. if (shader.is_valid()) {
  107. StringName pr = shader->remap_param(p_name);
  108. if (!pr) {
  109. String n = p_name;
  110. if (n.find("param/") == 0) { //backwards compatibility
  111. pr = n.substr(6, n.length());
  112. }
  113. if (n.find("shader_param/") == 0) { //backwards compatibility
  114. pr = n.replace_first("shader_param/", "");
  115. }
  116. }
  117. if (pr) {
  118. r_ret = RenderingServer::get_singleton()->material_get_param(_get_material(), pr);
  119. return true;
  120. }
  121. }
  122. return false;
  123. }
  124. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  125. if (!shader.is_null()) {
  126. shader->get_param_list(p_list);
  127. }
  128. }
  129. bool ShaderMaterial::property_can_revert(const String &p_name) {
  130. if (shader.is_valid()) {
  131. StringName pr = shader->remap_param(p_name);
  132. if (pr) {
  133. Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
  134. Variant current_value;
  135. _get(p_name, current_value);
  136. return default_value.get_type() != Variant::NIL && default_value != current_value;
  137. }
  138. }
  139. return false;
  140. }
  141. Variant ShaderMaterial::property_get_revert(const String &p_name) {
  142. Variant r_ret;
  143. if (shader.is_valid()) {
  144. StringName pr = shader->remap_param(p_name);
  145. if (pr) {
  146. r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
  147. }
  148. }
  149. return r_ret;
  150. }
  151. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  152. // Only connect/disconnect the signal when running in the editor.
  153. // This can be a slow operation, and `_change_notify()` (which is called by `_shader_changed()`)
  154. // does nothing in non-editor builds anyway. See GH-34741 for details.
  155. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
  156. shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
  157. }
  158. shader = p_shader;
  159. RID rid;
  160. if (shader.is_valid()) {
  161. rid = shader->get_rid();
  162. if (Engine::get_singleton()->is_editor_hint()) {
  163. shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
  164. }
  165. }
  166. RS::get_singleton()->material_set_shader(_get_material(), rid);
  167. _change_notify(); //properties for shader exposed
  168. emit_changed();
  169. }
  170. Ref<Shader> ShaderMaterial::get_shader() const {
  171. return shader;
  172. }
  173. void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
  174. RS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
  175. }
  176. Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
  177. return RS::get_singleton()->material_get_param(_get_material(), p_param);
  178. }
  179. void ShaderMaterial::_shader_changed() {
  180. _change_notify(); //update all properties
  181. }
  182. void ShaderMaterial::_bind_methods() {
  183. ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
  184. ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
  185. ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
  186. ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
  187. ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
  188. ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
  189. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
  190. }
  191. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  192. #ifdef TOOLS_ENABLED
  193. const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\"";
  194. #else
  195. const String quote_style = "\"";
  196. #endif
  197. String f = p_function.operator String();
  198. if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
  199. if (shader.is_valid()) {
  200. List<PropertyInfo> pl;
  201. shader->get_param_list(&pl);
  202. for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
  203. r_options->push_back(quote_style + E->get().name.replace_first("shader_param/", "") + quote_style);
  204. }
  205. }
  206. }
  207. Resource::get_argument_options(p_function, p_idx, r_options);
  208. }
  209. bool ShaderMaterial::_can_do_next_pass() const {
  210. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  211. }
  212. Shader::Mode ShaderMaterial::get_shader_mode() const {
  213. if (shader.is_valid())
  214. return shader->get_mode();
  215. else
  216. return Shader::MODE_SPATIAL;
  217. }
  218. ShaderMaterial::ShaderMaterial() {
  219. }
  220. ShaderMaterial::~ShaderMaterial() {
  221. }
  222. /////////////////////////////////
  223. Mutex BaseMaterial3D::material_mutex;
  224. SelfList<BaseMaterial3D>::List *BaseMaterial3D::dirty_materials = nullptr;
  225. Map<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData> BaseMaterial3D::shader_map;
  226. BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
  227. void BaseMaterial3D::init_shaders() {
  228. dirty_materials = memnew(SelfList<BaseMaterial3D>::List);
  229. shader_names = memnew(ShaderNames);
  230. shader_names->albedo = "albedo";
  231. shader_names->specular = "specular";
  232. shader_names->roughness = "roughness";
  233. shader_names->metallic = "metallic";
  234. shader_names->emission = "emission";
  235. shader_names->emission_energy = "emission_energy";
  236. shader_names->normal_scale = "normal_scale";
  237. shader_names->rim = "rim";
  238. shader_names->rim_tint = "rim_tint";
  239. shader_names->clearcoat = "clearcoat";
  240. shader_names->clearcoat_gloss = "clearcoat_gloss";
  241. shader_names->anisotropy = "anisotropy_ratio";
  242. shader_names->heightmap_scale = "heightmap_scale";
  243. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  244. shader_names->backlight = "backlight";
  245. shader_names->refraction = "refraction";
  246. shader_names->point_size = "point_size";
  247. shader_names->uv1_scale = "uv1_scale";
  248. shader_names->uv1_offset = "uv1_offset";
  249. shader_names->uv2_scale = "uv2_scale";
  250. shader_names->uv2_offset = "uv2_offset";
  251. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  252. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  253. shader_names->particles_anim_h_frames = "particles_anim_h_frames";
  254. shader_names->particles_anim_v_frames = "particles_anim_v_frames";
  255. shader_names->particles_anim_loop = "particles_anim_loop";
  256. shader_names->heightmap_min_layers = "heightmap_min_layers";
  257. shader_names->heightmap_max_layers = "heightmap_max_layers";
  258. shader_names->heightmap_flip = "heightmap_flip";
  259. shader_names->grow = "grow";
  260. shader_names->ao_light_affect = "ao_light_affect";
  261. shader_names->proximity_fade_distance = "proximity_fade_distance";
  262. shader_names->distance_fade_min = "distance_fade_min";
  263. shader_names->distance_fade_max = "distance_fade_max";
  264. shader_names->metallic_texture_channel = "metallic_texture_channel";
  265. shader_names->ao_texture_channel = "ao_texture_channel";
  266. shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
  267. shader_names->rim_texture_channel = "rim_texture_channel";
  268. shader_names->heightmap_texture_channel = "heightmap_texture_channel";
  269. shader_names->refraction_texture_channel = "refraction_texture_channel";
  270. shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
  271. shader_names->transmittance_color = "transmittance_color";
  272. shader_names->transmittance_curve = "transmittance_curve";
  273. shader_names->transmittance_depth = "transmittance_depth";
  274. shader_names->transmittance_boost = "transmittance_boost";
  275. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  276. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  277. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  278. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  279. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  280. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  281. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  282. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  283. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  284. shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
  285. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  286. shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
  287. shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
  288. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  289. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  290. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  291. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  292. shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
  293. }
  294. Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D];
  295. void BaseMaterial3D::finish_shaders() {
  296. for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
  297. materials_for_2d[i].unref();
  298. }
  299. memdelete(dirty_materials);
  300. dirty_materials = nullptr;
  301. memdelete(shader_names);
  302. }
  303. void BaseMaterial3D::_update_shader() {
  304. dirty_materials->remove(&element);
  305. MaterialKey mk = _compute_key();
  306. if (mk == current_key)
  307. return; //no update required in the end
  308. if (shader_map.has(current_key)) {
  309. shader_map[current_key].users--;
  310. if (shader_map[current_key].users == 0) {
  311. //deallocate shader, as it's no longer in use
  312. RS::get_singleton()->free(shader_map[current_key].shader);
  313. shader_map.erase(current_key);
  314. }
  315. }
  316. current_key = mk;
  317. if (shader_map.has(mk)) {
  318. RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  319. shader_map[mk].users++;
  320. return;
  321. }
  322. String texfilter_str;
  323. switch (texture_filter) {
  324. case TEXTURE_FILTER_NEAREST:
  325. texfilter_str = "filter_nearest";
  326. break;
  327. case TEXTURE_FILTER_LINEAR:
  328. texfilter_str = "filter_linear";
  329. break;
  330. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
  331. texfilter_str = "filter_nearest_mipmap";
  332. break;
  333. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
  334. texfilter_str = "filter_linear_mipmap";
  335. break;
  336. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
  337. texfilter_str = "filter_nearest_mipmap_aniso";
  338. break;
  339. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
  340. texfilter_str = "filter_linear_mipmap_aniso";
  341. break;
  342. case TEXTURE_FILTER_MAX:
  343. break; // Internal value, skip.
  344. }
  345. if (flags[FLAG_USE_TEXTURE_REPEAT]) {
  346. texfilter_str += ",repeat_enable";
  347. } else {
  348. texfilter_str += ",repeat_disable";
  349. }
  350. //must create a shader!
  351. String code = "shader_type spatial;\nrender_mode ";
  352. switch (blend_mode) {
  353. case BLEND_MODE_MIX:
  354. code += "blend_mix";
  355. break;
  356. case BLEND_MODE_ADD:
  357. code += "blend_add";
  358. break;
  359. case BLEND_MODE_SUB:
  360. code += "blend_sub";
  361. break;
  362. case BLEND_MODE_MUL:
  363. code += "blend_mul";
  364. break;
  365. }
  366. DepthDrawMode ddm = depth_draw_mode;
  367. if (features[FEATURE_REFRACTION]) {
  368. ddm = DEPTH_DRAW_ALWAYS;
  369. }
  370. switch (ddm) {
  371. case DEPTH_DRAW_OPAQUE_ONLY:
  372. code += ",depth_draw_opaque";
  373. break;
  374. case DEPTH_DRAW_ALWAYS:
  375. code += ",depth_draw_always";
  376. break;
  377. case DEPTH_DRAW_DISABLED:
  378. code += ",depth_draw_never";
  379. break;
  380. }
  381. if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
  382. code += ",depth_prepass_alpha";
  383. }
  384. switch (cull_mode) {
  385. case CULL_BACK:
  386. code += ",cull_back";
  387. break;
  388. case CULL_FRONT:
  389. code += ",cull_front";
  390. break;
  391. case CULL_DISABLED:
  392. code += ",cull_disabled";
  393. break;
  394. }
  395. switch (diffuse_mode) {
  396. case DIFFUSE_BURLEY:
  397. code += ",diffuse_burley";
  398. break;
  399. case DIFFUSE_LAMBERT:
  400. code += ",diffuse_lambert";
  401. break;
  402. case DIFFUSE_LAMBERT_WRAP:
  403. code += ",diffuse_lambert_wrap";
  404. break;
  405. case DIFFUSE_OREN_NAYAR:
  406. code += ",diffuse_oren_nayar";
  407. break;
  408. case DIFFUSE_TOON:
  409. code += ",diffuse_toon";
  410. break;
  411. }
  412. switch (specular_mode) {
  413. case SPECULAR_SCHLICK_GGX:
  414. code += ",specular_schlick_ggx";
  415. break;
  416. case SPECULAR_BLINN:
  417. code += ",specular_blinn";
  418. break;
  419. case SPECULAR_PHONG:
  420. code += ",specular_phong";
  421. break;
  422. case SPECULAR_TOON:
  423. code += ",specular_toon";
  424. break;
  425. case SPECULAR_DISABLED:
  426. code += ",specular_disabled";
  427. break;
  428. }
  429. if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
  430. code += ",sss_mode_skin";
  431. }
  432. if (shading_mode == SHADING_MODE_UNSHADED) {
  433. code += ",unshaded";
  434. }
  435. if (flags[FLAG_DISABLE_DEPTH_TEST]) {
  436. code += ",depth_test_disabled";
  437. }
  438. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  439. code += ",vertex_lighting";
  440. }
  441. if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
  442. code += ",shadows_disabled";
  443. }
  444. if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
  445. code += ",ambient_light_disabled";
  446. }
  447. if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
  448. code += ",shadow_to_opacity";
  449. }
  450. code += ";\n";
  451. code += "uniform vec4 albedo : hint_color;\n";
  452. code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n";
  453. if (grow_enabled) {
  454. code += "uniform float grow;\n";
  455. }
  456. if (proximity_fade_enabled) {
  457. code += "uniform float proximity_fade_distance;\n";
  458. }
  459. if (distance_fade != DISTANCE_FADE_DISABLED) {
  460. code += "uniform float distance_fade_min;\n";
  461. code += "uniform float distance_fade_max;\n";
  462. }
  463. if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  464. code += "uniform float alpha_scissor_threshold;\n";
  465. }
  466. code += "uniform float point_size : hint_range(0,128);\n";
  467. //TODO ALL HINTS
  468. if (!orm) {
  469. code += "uniform float roughness : hint_range(0,1);\n";
  470. code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n";
  471. code += "uniform vec4 metallic_texture_channel;\n";
  472. switch (roughness_texture_channel) {
  473. case TEXTURE_CHANNEL_RED: {
  474. code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
  475. } break;
  476. case TEXTURE_CHANNEL_GREEN: {
  477. code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
  478. } break;
  479. case TEXTURE_CHANNEL_BLUE: {
  480. code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
  481. } break;
  482. case TEXTURE_CHANNEL_ALPHA: {
  483. code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";
  484. } break;
  485. case TEXTURE_CHANNEL_GRAYSCALE: {
  486. code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
  487. } break;
  488. }
  489. code += "uniform float specular;\n";
  490. code += "uniform float metallic;\n";
  491. } else {
  492. code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
  493. }
  494. if (billboard_mode == BILLBOARD_PARTICLES) {
  495. code += "uniform int particles_anim_h_frames;\n";
  496. code += "uniform int particles_anim_v_frames;\n";
  497. code += "uniform bool particles_anim_loop;\n";
  498. }
  499. if (features[FEATURE_EMISSION]) {
  500. code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n";
  501. code += "uniform vec4 emission : hint_color;\n";
  502. code += "uniform float emission_energy;\n";
  503. }
  504. if (features[FEATURE_REFRACTION]) {
  505. code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
  506. code += "uniform float refraction : hint_range(-16,16);\n";
  507. code += "uniform vec4 refraction_texture_channel;\n";
  508. }
  509. if (features[FEATURE_NORMAL_MAPPING]) {
  510. code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
  511. code += "uniform float normal_scale : hint_range(-16,16);\n";
  512. }
  513. if (features[FEATURE_RIM]) {
  514. code += "uniform float rim : hint_range(0,1);\n";
  515. code += "uniform float rim_tint : hint_range(0,1);\n";
  516. code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n";
  517. }
  518. if (features[FEATURE_CLEARCOAT]) {
  519. code += "uniform float clearcoat : hint_range(0,1);\n";
  520. code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
  521. code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
  522. }
  523. if (features[FEATURE_ANISOTROPY]) {
  524. code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
  525. code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n";
  526. }
  527. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  528. code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
  529. code += "uniform vec4 ao_texture_channel;\n";
  530. code += "uniform float ao_light_affect;\n";
  531. }
  532. if (features[FEATURE_DETAIL]) {
  533. code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n";
  534. code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
  535. code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n";
  536. }
  537. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  538. code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
  539. code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
  540. }
  541. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  542. code += "uniform vec4 transmittance_color : hint_color;\n";
  543. code += "uniform float transmittance_depth;\n";
  544. code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n";
  545. code += "uniform float transmittance_curve;\n";
  546. code += "uniform float transmittance_boost;\n";
  547. }
  548. if (features[FEATURE_BACKLIGHT]) {
  549. code += "uniform vec4 backlight : hint_color;\n";
  550. code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n";
  551. }
  552. if (features[FEATURE_HEIGHT_MAPPING]) {
  553. code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n";
  554. code += "uniform float heightmap_scale;\n";
  555. code += "uniform int heightmap_min_layers;\n";
  556. code += "uniform int heightmap_max_layers;\n";
  557. code += "uniform vec2 heightmap_flip;\n";
  558. }
  559. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  560. code += "varying vec3 uv1_triplanar_pos;\n";
  561. }
  562. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  563. code += "varying vec3 uv2_triplanar_pos;\n";
  564. }
  565. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  566. code += "uniform float uv1_blend_sharpness;\n";
  567. code += "varying vec3 uv1_power_normal;\n";
  568. }
  569. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  570. code += "uniform float uv2_blend_sharpness;\n";
  571. code += "varying vec3 uv2_power_normal;\n";
  572. }
  573. code += "uniform vec3 uv1_scale;\n";
  574. code += "uniform vec3 uv1_offset;\n";
  575. code += "uniform vec3 uv2_scale;\n";
  576. code += "uniform vec3 uv2_offset;\n";
  577. code += "\n\n";
  578. code += "void vertex() {\n";
  579. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  580. code += "\tif (!OUTPUT_IS_SRGB) {\n";
  581. code += "\t\tCOLOR.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";
  582. code += "\t}\n";
  583. }
  584. if (flags[FLAG_USE_POINT_SIZE]) {
  585. code += "\tPOINT_SIZE=point_size;\n";
  586. }
  587. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  588. code += "\tROUGHNESS=roughness;\n";
  589. }
  590. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  591. code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
  592. }
  593. switch (billboard_mode) {
  594. case BILLBOARD_DISABLED: {
  595. } break;
  596. case BILLBOARD_ENABLED: {
  597. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
  598. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  599. code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
  600. }
  601. } break;
  602. case BILLBOARD_FIXED_Y: {
  603. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n";
  604. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  605. code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  606. } else {
  607. code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n";
  608. }
  609. } break;
  610. case BILLBOARD_PARTICLES: {
  611. //make billboard
  612. code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
  613. //rotate by rotation
  614. code += "\tmat_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";
  615. //set modelview
  616. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
  617. //handle animation
  618. code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
  619. code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
  620. code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
  621. code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
  622. code += "\tif (!particles_anim_loop) {\n";
  623. code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
  624. code += "\t} else {\n";
  625. code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
  626. code += "\t}";
  627. code += "\tUV /= vec2(h_frames, v_frames);\n";
  628. code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
  629. } break;
  630. }
  631. if (flags[FLAG_FIXED_SIZE]) {
  632. code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
  633. //orthogonal matrix, try to do about the same
  634. //with viewport size
  635. code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
  636. code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
  637. code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
  638. code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
  639. code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
  640. code += "\t} else {\n";
  641. //just scale by depth
  642. code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
  643. code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
  644. code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
  645. code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
  646. code += "\t}\n";
  647. }
  648. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  649. code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
  650. }
  651. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  652. //generate tangent and binormal in world space
  653. code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
  654. code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
  655. code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
  656. code += "\tTANGENT = normalize(TANGENT);\n";
  657. code += "\tBINORMAL = vec3(0.0,-1.0,0.0) * abs(NORMAL.x);\n";
  658. code += "\tBINORMAL+= vec3(0.0,0.0,1.0) * abs(NORMAL.y);\n";
  659. code += "\tBINORMAL+= vec3(0.0,-1.0,0.0) * abs(NORMAL.z);\n";
  660. code += "\tBINORMAL = normalize(BINORMAL);\n";
  661. }
  662. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  663. code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
  664. code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
  665. code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
  666. code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  667. }
  668. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  669. code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
  670. code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
  671. code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
  672. code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  673. }
  674. if (grow_enabled) {
  675. code += "\tVERTEX+=NORMAL*grow;\n";
  676. }
  677. code += "}\n";
  678. code += "\n\n";
  679. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  680. code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
  681. code += "\tvec4 samp=vec4(0.0);\n";
  682. code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
  683. code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
  684. code += "\tsamp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
  685. code += "\treturn samp;\n";
  686. code += "}\n";
  687. }
  688. code += "\n\n";
  689. code += "void fragment() {\n";
  690. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  691. code += "\tvec2 base_uv = UV;\n";
  692. }
  693. 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])) {
  694. code += "\tvec2 base_uv2 = UV2;\n";
  695. }
  696. if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
  697. code += "\t{\n";
  698. code += "\t\tvec3 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 ;-)
  699. if (deep_parallax) {
  700. code += "\t\tfloat num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
  701. code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
  702. code += "\t\tfloat current_layer_depth = 0.0;\n";
  703. code += "\t\tvec2 P = view_dir.xy * heightmap_scale;\n";
  704. code += "\t\tvec2 delta = P / num_layers;\n";
  705. code += "\t\tvec2 ofs = base_uv;\n";
  706. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  707. code += "\t\tfloat depth = texture(texture_heightmap, ofs).r;\n";
  708. } else {
  709. code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  710. }
  711. code += "\t\tfloat current_depth = 0.0;\n";
  712. code += "\t\twhile(current_depth < depth) {\n";
  713. code += "\t\t\tofs -= delta;\n";
  714. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  715. code += "\t\t\tdepth = texture(texture_heightmap, ofs).r;\n";
  716. } else {
  717. code += "\t\t\tdepth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  718. }
  719. code += "\t\t\tcurrent_depth += layer_depth;\n";
  720. code += "\t\t}\n";
  721. code += "\t\tvec2 prev_ofs = ofs + delta;\n";
  722. code += "\t\tfloat after_depth = depth - current_depth;\n";
  723. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  724. code += "\t\tfloat before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
  725. } else {
  726. code += "\t\tfloat before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
  727. }
  728. code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
  729. code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
  730. } else {
  731. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  732. code += "\t\tfloat depth = texture(texture_heightmap, base_uv).r;\n";
  733. } else {
  734. code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
  735. }
  736. code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
  737. }
  738. code += "\t\tbase_uv=ofs;\n";
  739. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  740. code += "\t\tbase_uv2-=ofs;\n";
  741. }
  742. code += "\t}\n";
  743. }
  744. if (flags[FLAG_USE_POINT_SIZE]) {
  745. code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
  746. } else {
  747. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  748. code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
  749. } else {
  750. code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
  751. }
  752. }
  753. if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
  754. code += "\talbedo_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";
  755. }
  756. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  757. code += "\talbedo_tex *= COLOR;\n";
  758. }
  759. code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  760. if (!orm) {
  761. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  762. code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
  763. } else {
  764. code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
  765. }
  766. code += "\tMETALLIC = metallic_tex * metallic;\n";
  767. switch (roughness_texture_channel) {
  768. case TEXTURE_CHANNEL_RED: {
  769. code += "\tvec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
  770. } break;
  771. case TEXTURE_CHANNEL_GREEN: {
  772. code += "\tvec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
  773. } break;
  774. case TEXTURE_CHANNEL_BLUE: {
  775. code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
  776. } break;
  777. case TEXTURE_CHANNEL_ALPHA: {
  778. code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
  779. } break;
  780. case TEXTURE_CHANNEL_GRAYSCALE: {
  781. code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
  782. } break;
  783. }
  784. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  785. code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
  786. } else {
  787. code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
  788. }
  789. code += "\tROUGHNESS = roughness_tex * roughness;\n";
  790. code += "\tSPECULAR = specular;\n";
  791. } else {
  792. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  793. code += "\tfloat orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
  794. } else {
  795. code += "\tfloat orm_tex = texture(texture_orm,base_uv);\n";
  796. }
  797. code += "\tROUGHNESS = orm_tex.g;\n";
  798. code += "\tMETALLIC = orm_tex.b;\n";
  799. }
  800. if (features[FEATURE_NORMAL_MAPPING]) {
  801. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  802. code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  803. } else {
  804. code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
  805. }
  806. code += "\tNORMALMAP_DEPTH = normal_scale;\n";
  807. }
  808. if (features[FEATURE_EMISSION]) {
  809. if (flags[FLAG_EMISSION_ON_UV2]) {
  810. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  811. code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
  812. } else {
  813. code += "\tvec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
  814. }
  815. } else {
  816. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  817. code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  818. } else {
  819. code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
  820. }
  821. }
  822. if (emission_op == EMISSION_OP_ADD) {
  823. code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
  824. } else {
  825. code += "\tEMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
  826. }
  827. }
  828. if (features[FEATURE_REFRACTION]) {
  829. if (features[FEATURE_NORMAL_MAPPING]) {
  830. code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) );\n";
  831. } else {
  832. code += "\tvec3 ref_normal = NORMAL;\n";
  833. }
  834. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  835. code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
  836. } else {
  837. code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
  838. }
  839. code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
  840. code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
  841. code += "\tALBEDO *= 1.0 - ref_amount;\n";
  842. code += "\tALPHA = 1.0;\n";
  843. } else if (transparency == TRANSPARENCY_ALPHA || transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
  844. code += "\tALPHA = albedo.a * albedo_tex.a;\n";
  845. } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  846. code += "\tif (albedo.a * albedo_tex.a < alpha_scissor_threshold) discard;\n";
  847. }
  848. if (proximity_fade_enabled) {
  849. code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
  850. code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
  851. code += "\tworld_pos.xyz/=world_pos.w;\n";
  852. code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
  853. }
  854. if (distance_fade != DISTANCE_FADE_DISABLED) {
  855. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
  856. if (!RenderingServer::get_singleton()->is_low_end()) {
  857. code += "\t{\n";
  858. if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
  859. code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
  860. } else {
  861. code += "\t\tfloat fade_distance=-VERTEX.z;\n";
  862. }
  863. code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
  864. code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
  865. code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
  866. code += "\t\tint index = x + y * 4;\n";
  867. code += "\t\tfloat limit = 0.0;\n\n";
  868. code += "\t\tif (x < 8) {\n";
  869. code += "\t\t\tif (index == 0) limit = 0.0625;\n";
  870. code += "\t\t\tif (index == 1) limit = 0.5625;\n";
  871. code += "\t\t\tif (index == 2) limit = 0.1875;\n";
  872. code += "\t\t\tif (index == 3) limit = 0.6875;\n";
  873. code += "\t\t\tif (index == 4) limit = 0.8125;\n";
  874. code += "\t\t\tif (index == 5) limit = 0.3125;\n";
  875. code += "\t\t\tif (index == 6) limit = 0.9375;\n";
  876. code += "\t\t\tif (index == 7) limit = 0.4375;\n";
  877. code += "\t\t\tif (index == 8) limit = 0.25;\n";
  878. code += "\t\t\tif (index == 9) limit = 0.75;\n";
  879. code += "\t\t\tif (index == 10) limit = 0.125;\n";
  880. code += "\t\t\tif (index == 11) limit = 0.625;\n";
  881. code += "\t\t\tif (index == 12) limit = 1.0;\n";
  882. code += "\t\t\tif (index == 13) limit = 0.5;\n";
  883. code += "\t\t\tif (index == 14) limit = 0.875;\n";
  884. code += "\t\t\tif (index == 15) limit = 0.375;\n";
  885. code += "\t\t}\n\n";
  886. code += "\tif (fade < limit)\n";
  887. code += "\t\tdiscard;\n";
  888. code += "\t}\n\n";
  889. }
  890. } else {
  891. code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
  892. }
  893. }
  894. if (features[FEATURE_RIM]) {
  895. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  896. code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  897. } else {
  898. code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
  899. }
  900. code += "\tRIM = rim*rim_tex.x;";
  901. code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
  902. }
  903. if (features[FEATURE_CLEARCOAT]) {
  904. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  905. code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  906. } else {
  907. code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
  908. }
  909. code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
  910. code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
  911. }
  912. if (features[FEATURE_ANISOTROPY]) {
  913. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  914. code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
  915. } else {
  916. code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
  917. }
  918. code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
  919. code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
  920. }
  921. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  922. if (!orm) {
  923. if (flags[FLAG_AO_ON_UV2]) {
  924. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  925. code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
  926. } else {
  927. code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
  928. }
  929. } else {
  930. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  931. code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
  932. } else {
  933. code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
  934. }
  935. }
  936. } else {
  937. code += "\tAO = orm_tex.r;\n";
  938. }
  939. code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
  940. }
  941. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  942. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  943. code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
  944. } else {
  945. code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
  946. }
  947. code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
  948. }
  949. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  950. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  951. code += "\tvec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
  952. } else {
  953. code += "\tvec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
  954. }
  955. code += "\tSSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
  956. code += "\tSSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
  957. code += "\tSSS_TRANSMITTANCE_CURVE=transmittance_curve;\n";
  958. code += "\tSSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
  959. }
  960. if (features[FEATURE_BACKLIGHT]) {
  961. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  962. code += "\tvec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  963. } else {
  964. code += "\tvec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
  965. }
  966. code += "\tBACKLIGHT = (backlight.rgb+backlight_tex);\n";
  967. }
  968. if (features[FEATURE_DETAIL]) {
  969. bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  970. if (triplanar) {
  971. String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  972. code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  973. code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  974. } else {
  975. String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  976. code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
  977. code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
  978. }
  979. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  980. code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
  981. } else {
  982. code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
  983. }
  984. switch (detail_blend_mode) {
  985. case BLEND_MODE_MIX: {
  986. code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
  987. } break;
  988. case BLEND_MODE_ADD: {
  989. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
  990. } break;
  991. case BLEND_MODE_SUB: {
  992. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
  993. } break;
  994. case BLEND_MODE_MUL: {
  995. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
  996. } break;
  997. }
  998. code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
  999. code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
  1000. code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
  1001. }
  1002. code += "}\n";
  1003. ShaderData shader_data;
  1004. shader_data.shader = RS::get_singleton()->shader_create();
  1005. shader_data.users = 1;
  1006. RS::get_singleton()->shader_set_code(shader_data.shader, code);
  1007. shader_map[mk] = shader_data;
  1008. RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  1009. }
  1010. void BaseMaterial3D::flush_changes() {
  1011. MutexLock lock(material_mutex);
  1012. while (dirty_materials->first()) {
  1013. dirty_materials->first()->self()->_update_shader();
  1014. }
  1015. }
  1016. void BaseMaterial3D::_queue_shader_change() {
  1017. MutexLock lock(material_mutex);
  1018. if (!element.in_list()) {
  1019. dirty_materials->add(&element);
  1020. }
  1021. }
  1022. bool BaseMaterial3D::_is_shader_dirty() const {
  1023. MutexLock lock(material_mutex);
  1024. return element.in_list();
  1025. }
  1026. void BaseMaterial3D::set_albedo(const Color &p_albedo) {
  1027. albedo = p_albedo;
  1028. RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
  1029. }
  1030. Color BaseMaterial3D::get_albedo() const {
  1031. return albedo;
  1032. }
  1033. void BaseMaterial3D::set_specular(float p_specular) {
  1034. specular = p_specular;
  1035. RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
  1036. }
  1037. float BaseMaterial3D::get_specular() const {
  1038. return specular;
  1039. }
  1040. void BaseMaterial3D::set_roughness(float p_roughness) {
  1041. roughness = p_roughness;
  1042. RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
  1043. }
  1044. float BaseMaterial3D::get_roughness() const {
  1045. return roughness;
  1046. }
  1047. void BaseMaterial3D::set_metallic(float p_metallic) {
  1048. metallic = p_metallic;
  1049. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
  1050. }
  1051. float BaseMaterial3D::get_metallic() const {
  1052. return metallic;
  1053. }
  1054. void BaseMaterial3D::set_emission(const Color &p_emission) {
  1055. emission = p_emission;
  1056. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
  1057. }
  1058. Color BaseMaterial3D::get_emission() const {
  1059. return emission;
  1060. }
  1061. void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
  1062. emission_energy = p_emission_energy;
  1063. RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
  1064. }
  1065. float BaseMaterial3D::get_emission_energy() const {
  1066. return emission_energy;
  1067. }
  1068. void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
  1069. normal_scale = p_normal_scale;
  1070. RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
  1071. }
  1072. float BaseMaterial3D::get_normal_scale() const {
  1073. return normal_scale;
  1074. }
  1075. void BaseMaterial3D::set_rim(float p_rim) {
  1076. rim = p_rim;
  1077. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
  1078. }
  1079. float BaseMaterial3D::get_rim() const {
  1080. return rim;
  1081. }
  1082. void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
  1083. rim_tint = p_rim_tint;
  1084. RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
  1085. }
  1086. float BaseMaterial3D::get_rim_tint() const {
  1087. return rim_tint;
  1088. }
  1089. void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
  1090. ao_light_affect = p_ao_light_affect;
  1091. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
  1092. }
  1093. float BaseMaterial3D::get_ao_light_affect() const {
  1094. return ao_light_affect;
  1095. }
  1096. void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
  1097. clearcoat = p_clearcoat;
  1098. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
  1099. }
  1100. float BaseMaterial3D::get_clearcoat() const {
  1101. return clearcoat;
  1102. }
  1103. void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
  1104. clearcoat_gloss = p_clearcoat_gloss;
  1105. RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
  1106. }
  1107. float BaseMaterial3D::get_clearcoat_gloss() const {
  1108. return clearcoat_gloss;
  1109. }
  1110. void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
  1111. anisotropy = p_anisotropy;
  1112. RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
  1113. }
  1114. float BaseMaterial3D::get_anisotropy() const {
  1115. return anisotropy;
  1116. }
  1117. void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
  1118. heightmap_scale = p_heightmap_scale;
  1119. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_scale, p_heightmap_scale);
  1120. }
  1121. float BaseMaterial3D::get_heightmap_scale() const {
  1122. return heightmap_scale;
  1123. }
  1124. void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  1125. subsurface_scattering_strength = p_subsurface_scattering_strength;
  1126. RS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  1127. }
  1128. float BaseMaterial3D::get_subsurface_scattering_strength() const {
  1129. return subsurface_scattering_strength;
  1130. }
  1131. void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
  1132. transmittance_color = p_color;
  1133. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_color, p_color);
  1134. }
  1135. Color BaseMaterial3D::get_transmittance_color() const {
  1136. return transmittance_color;
  1137. }
  1138. void BaseMaterial3D::set_transmittance_depth(float p_depth) {
  1139. transmittance_depth = p_depth;
  1140. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth);
  1141. }
  1142. float BaseMaterial3D::get_transmittance_depth() const {
  1143. return transmittance_depth;
  1144. }
  1145. void BaseMaterial3D::set_transmittance_curve(float p_curve) {
  1146. transmittance_curve = p_curve;
  1147. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_curve, p_curve);
  1148. }
  1149. float BaseMaterial3D::get_transmittance_curve() const {
  1150. return transmittance_curve;
  1151. }
  1152. void BaseMaterial3D::set_transmittance_boost(float p_boost) {
  1153. transmittance_boost = p_boost;
  1154. RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost);
  1155. }
  1156. float BaseMaterial3D::get_transmittance_boost() const {
  1157. return transmittance_boost;
  1158. }
  1159. void BaseMaterial3D::set_backlight(const Color &p_backlight) {
  1160. backlight = p_backlight;
  1161. RS::get_singleton()->material_set_param(_get_material(), shader_names->backlight, backlight);
  1162. }
  1163. Color BaseMaterial3D::get_backlight() const {
  1164. return backlight;
  1165. }
  1166. void BaseMaterial3D::set_refraction(float p_refraction) {
  1167. refraction = p_refraction;
  1168. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
  1169. }
  1170. float BaseMaterial3D::get_refraction() const {
  1171. return refraction;
  1172. }
  1173. void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
  1174. if (detail_uv == p_detail_uv)
  1175. return;
  1176. detail_uv = p_detail_uv;
  1177. _queue_shader_change();
  1178. }
  1179. BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
  1180. return detail_uv;
  1181. }
  1182. void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
  1183. if (blend_mode == p_mode)
  1184. return;
  1185. blend_mode = p_mode;
  1186. _queue_shader_change();
  1187. }
  1188. BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
  1189. return blend_mode;
  1190. }
  1191. void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
  1192. detail_blend_mode = p_mode;
  1193. _queue_shader_change();
  1194. }
  1195. BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
  1196. return detail_blend_mode;
  1197. }
  1198. void BaseMaterial3D::set_transparency(Transparency p_transparency) {
  1199. if (transparency == p_transparency) {
  1200. return;
  1201. }
  1202. transparency = p_transparency;
  1203. _queue_shader_change();
  1204. _change_notify();
  1205. }
  1206. BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
  1207. return transparency;
  1208. }
  1209. void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
  1210. if (shading_mode == p_shading_mode) {
  1211. return;
  1212. }
  1213. shading_mode = p_shading_mode;
  1214. _queue_shader_change();
  1215. _change_notify();
  1216. }
  1217. BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
  1218. return shading_mode;
  1219. }
  1220. void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
  1221. if (depth_draw_mode == p_mode)
  1222. return;
  1223. depth_draw_mode = p_mode;
  1224. _queue_shader_change();
  1225. }
  1226. BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
  1227. return depth_draw_mode;
  1228. }
  1229. void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
  1230. if (cull_mode == p_mode)
  1231. return;
  1232. cull_mode = p_mode;
  1233. _queue_shader_change();
  1234. }
  1235. BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
  1236. return cull_mode;
  1237. }
  1238. void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
  1239. if (diffuse_mode == p_mode)
  1240. return;
  1241. diffuse_mode = p_mode;
  1242. _queue_shader_change();
  1243. }
  1244. BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
  1245. return diffuse_mode;
  1246. }
  1247. void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
  1248. if (specular_mode == p_mode)
  1249. return;
  1250. specular_mode = p_mode;
  1251. _queue_shader_change();
  1252. }
  1253. BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
  1254. return specular_mode;
  1255. }
  1256. void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
  1257. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  1258. if (flags[p_flag] == p_enabled)
  1259. return;
  1260. flags[p_flag] = p_enabled;
  1261. if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN) {
  1262. _change_notify();
  1263. }
  1264. _queue_shader_change();
  1265. }
  1266. bool BaseMaterial3D::get_flag(Flags p_flag) const {
  1267. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  1268. return flags[p_flag];
  1269. }
  1270. void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
  1271. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  1272. if (features[p_feature] == p_enabled)
  1273. return;
  1274. features[p_feature] = p_enabled;
  1275. _change_notify();
  1276. _queue_shader_change();
  1277. }
  1278. bool BaseMaterial3D::get_feature(Feature p_feature) const {
  1279. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  1280. return features[p_feature];
  1281. }
  1282. void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
  1283. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  1284. textures[p_param] = p_texture;
  1285. RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  1286. RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
  1287. _change_notify();
  1288. _queue_shader_change();
  1289. }
  1290. Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
  1291. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
  1292. return textures[p_param];
  1293. }
  1294. Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
  1295. for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
  1296. TextureParam param = TextureParam(i);
  1297. if (p_name == shader_names->texture_names[param])
  1298. return textures[param];
  1299. }
  1300. return Ref<Texture2D>();
  1301. }
  1302. void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
  1303. texture_filter = p_filter;
  1304. _queue_shader_change();
  1305. }
  1306. BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
  1307. return texture_filter;
  1308. }
  1309. void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  1310. if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
  1311. property.usage = 0;
  1312. }
  1313. }
  1314. void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &property) const {
  1315. if (property.name.begins_with(text)) {
  1316. property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
  1317. }
  1318. }
  1319. void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
  1320. _validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
  1321. _validate_feature("emission", FEATURE_EMISSION, property);
  1322. _validate_feature("rim", FEATURE_RIM, property);
  1323. _validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
  1324. _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
  1325. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
  1326. _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
  1327. _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property);
  1328. _validate_feature("backlight", FEATURE_BACKLIGHT, property);
  1329. _validate_feature("refraction", FEATURE_REFRACTION, property);
  1330. _validate_feature("detail", FEATURE_DETAIL, property);
  1331. _validate_high_end("refraction", property);
  1332. _validate_high_end("subsurf_scatter", property);
  1333. _validate_high_end("anisotropy", property);
  1334. _validate_high_end("clearcoat", property);
  1335. _validate_high_end("heightmap", property);
  1336. if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  1337. property.usage = 0;
  1338. }
  1339. if (property.name == "params_grow_amount" && !grow_enabled) {
  1340. property.usage = 0;
  1341. }
  1342. if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
  1343. property.usage = 0;
  1344. }
  1345. if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
  1346. property.usage = 0;
  1347. }
  1348. if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
  1349. property.usage = 0;
  1350. }
  1351. if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
  1352. property.usage = 0;
  1353. }
  1354. if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture" || property.name == "subsurf_scatter_transmittance_curve")) {
  1355. property.usage = 0;
  1356. }
  1357. if (orm) {
  1358. if (property.name == "shading_mode") {
  1359. property.hint_string = "Unshaded,PerPixel"; //vertex not supported in ORM mode, since no individual roughness.
  1360. }
  1361. if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
  1362. property.usage = 0;
  1363. }
  1364. } else {
  1365. if (property.name == "orm_texture") {
  1366. property.usage = 0;
  1367. }
  1368. }
  1369. if (shading_mode != SHADING_MODE_PER_PIXEL) {
  1370. if (shading_mode != SHADING_MODE_PER_VERTEX) {
  1371. //these may still work per vertex
  1372. if (property.name.begins_with("ao")) {
  1373. property.usage = 0;
  1374. }
  1375. if (property.name.begins_with("emission")) {
  1376. property.usage = 0;
  1377. }
  1378. if (property.name.begins_with("metallic")) {
  1379. property.usage = 0;
  1380. }
  1381. if (property.name.begins_with("rim")) {
  1382. property.usage = 0;
  1383. }
  1384. if (property.name.begins_with("roughness")) {
  1385. property.usage = 0;
  1386. }
  1387. if (property.name.begins_with("subsurf_scatter")) {
  1388. property.usage = 0;
  1389. }
  1390. }
  1391. //these definitely only need per pixel
  1392. if (property.name.begins_with("anisotropy")) {
  1393. property.usage = 0;
  1394. }
  1395. if (property.name.begins_with("clearcoat")) {
  1396. property.usage = 0;
  1397. }
  1398. if (property.name.begins_with("normal")) {
  1399. property.usage = 0;
  1400. }
  1401. if (property.name.begins_with("backlight")) {
  1402. property.usage = 0;
  1403. }
  1404. if (property.name.begins_with("transmittance")) {
  1405. property.usage = 0;
  1406. }
  1407. }
  1408. }
  1409. void BaseMaterial3D::set_point_size(float p_point_size) {
  1410. point_size = p_point_size;
  1411. RS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
  1412. }
  1413. float BaseMaterial3D::get_point_size() const {
  1414. return point_size;
  1415. }
  1416. void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
  1417. uv1_scale = p_scale;
  1418. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
  1419. }
  1420. Vector3 BaseMaterial3D::get_uv1_scale() const {
  1421. return uv1_scale;
  1422. }
  1423. void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
  1424. uv1_offset = p_offset;
  1425. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
  1426. }
  1427. Vector3 BaseMaterial3D::get_uv1_offset() const {
  1428. return uv1_offset;
  1429. }
  1430. void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  1431. uv1_triplanar_sharpness = p_sharpness;
  1432. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
  1433. }
  1434. float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
  1435. return uv1_triplanar_sharpness;
  1436. }
  1437. void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
  1438. uv2_scale = p_scale;
  1439. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
  1440. }
  1441. Vector3 BaseMaterial3D::get_uv2_scale() const {
  1442. return uv2_scale;
  1443. }
  1444. void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
  1445. uv2_offset = p_offset;
  1446. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
  1447. }
  1448. Vector3 BaseMaterial3D::get_uv2_offset() const {
  1449. return uv2_offset;
  1450. }
  1451. void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  1452. uv2_triplanar_sharpness = p_sharpness;
  1453. RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
  1454. }
  1455. float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
  1456. return uv2_triplanar_sharpness;
  1457. }
  1458. void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
  1459. billboard_mode = p_mode;
  1460. _queue_shader_change();
  1461. _change_notify();
  1462. }
  1463. BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
  1464. return billboard_mode;
  1465. }
  1466. void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
  1467. particles_anim_h_frames = p_frames;
  1468. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
  1469. }
  1470. int BaseMaterial3D::get_particles_anim_h_frames() const {
  1471. return particles_anim_h_frames;
  1472. }
  1473. void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
  1474. particles_anim_v_frames = p_frames;
  1475. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
  1476. }
  1477. int BaseMaterial3D::get_particles_anim_v_frames() const {
  1478. return particles_anim_v_frames;
  1479. }
  1480. void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
  1481. particles_anim_loop = p_loop;
  1482. RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
  1483. }
  1484. bool BaseMaterial3D::get_particles_anim_loop() const {
  1485. return particles_anim_loop;
  1486. }
  1487. void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
  1488. deep_parallax = p_enable;
  1489. _queue_shader_change();
  1490. _change_notify();
  1491. }
  1492. bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
  1493. return deep_parallax;
  1494. }
  1495. void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
  1496. deep_parallax_min_layers = p_layer;
  1497. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer);
  1498. }
  1499. int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
  1500. return deep_parallax_min_layers;
  1501. }
  1502. void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
  1503. deep_parallax_max_layers = p_layer;
  1504. RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer);
  1505. }
  1506. int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
  1507. return deep_parallax_max_layers;
  1508. }
  1509. void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
  1510. heightmap_parallax_flip_tangent = p_flip;
  1511. 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));
  1512. }
  1513. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
  1514. return heightmap_parallax_flip_tangent;
  1515. }
  1516. void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
  1517. heightmap_parallax_flip_binormal = p_flip;
  1518. 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));
  1519. }
  1520. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
  1521. return heightmap_parallax_flip_binormal;
  1522. }
  1523. void BaseMaterial3D::set_grow_enabled(bool p_enable) {
  1524. grow_enabled = p_enable;
  1525. _queue_shader_change();
  1526. _change_notify();
  1527. }
  1528. bool BaseMaterial3D::is_grow_enabled() const {
  1529. return grow_enabled;
  1530. }
  1531. void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
  1532. alpha_scissor_threshold = p_threshold;
  1533. RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_threshold);
  1534. }
  1535. float BaseMaterial3D::get_alpha_scissor_threshold() const {
  1536. return alpha_scissor_threshold;
  1537. }
  1538. void BaseMaterial3D::set_grow(float p_grow) {
  1539. grow = p_grow;
  1540. RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
  1541. }
  1542. float BaseMaterial3D::get_grow() const {
  1543. return grow;
  1544. }
  1545. static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
  1546. static const Plane masks[5] = {
  1547. Plane(1, 0, 0, 0),
  1548. Plane(0, 1, 0, 0),
  1549. Plane(0, 0, 1, 0),
  1550. Plane(0, 0, 0, 1),
  1551. Plane(0.3333333, 0.3333333, 0.3333333, 0),
  1552. };
  1553. return masks[p_channel];
  1554. }
  1555. void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
  1556. ERR_FAIL_INDEX(p_channel, 5);
  1557. metallic_texture_channel = p_channel;
  1558. RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
  1559. }
  1560. BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
  1561. return metallic_texture_channel;
  1562. }
  1563. void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
  1564. ERR_FAIL_INDEX(p_channel, 5);
  1565. roughness_texture_channel = p_channel;
  1566. _queue_shader_change();
  1567. }
  1568. BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
  1569. return roughness_texture_channel;
  1570. }
  1571. void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
  1572. ERR_FAIL_INDEX(p_channel, 5);
  1573. ao_texture_channel = p_channel;
  1574. RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
  1575. }
  1576. BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
  1577. return ao_texture_channel;
  1578. }
  1579. void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
  1580. ERR_FAIL_INDEX(p_channel, 5);
  1581. refraction_texture_channel = p_channel;
  1582. RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
  1583. }
  1584. BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
  1585. return refraction_texture_channel;
  1586. }
  1587. RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) {
  1588. int version = 0;
  1589. if (p_shaded)
  1590. version = 1;
  1591. if (p_transparent)
  1592. version |= 2;
  1593. if (p_cut_alpha)
  1594. version |= 4;
  1595. if (p_opaque_prepass)
  1596. version |= 8;
  1597. if (p_double_sided)
  1598. version |= 16;
  1599. if (p_billboard)
  1600. version |= 32;
  1601. if (p_billboard_y)
  1602. version |= 64;
  1603. if (materials_for_2d[version].is_valid()) {
  1604. return materials_for_2d[version]->get_rid();
  1605. }
  1606. Ref<StandardMaterial3D> material;
  1607. material.instance();
  1608. material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
  1609. material->set_transparency(p_transparent ? (p_opaque_prepass ? TRANSPARENCY_ALPHA_DEPTH_PRE_PASS : (p_cut_alpha ? TRANSPARENCY_ALPHA_SCISSOR : TRANSPARENCY_ALPHA)) : TRANSPARENCY_DISABLED);
  1610. material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
  1611. material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
  1612. material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1613. if (p_billboard || p_billboard_y) {
  1614. material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
  1615. material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
  1616. }
  1617. materials_for_2d[version] = material;
  1618. return materials_for_2d[version]->get_rid();
  1619. }
  1620. void BaseMaterial3D::set_on_top_of_alpha() {
  1621. set_transparency(TRANSPARENCY_DISABLED);
  1622. set_render_priority(RENDER_PRIORITY_MAX);
  1623. set_flag(FLAG_DISABLE_DEPTH_TEST, true);
  1624. }
  1625. void BaseMaterial3D::set_proximity_fade(bool p_enable) {
  1626. proximity_fade_enabled = p_enable;
  1627. _queue_shader_change();
  1628. _change_notify();
  1629. }
  1630. bool BaseMaterial3D::is_proximity_fade_enabled() const {
  1631. return proximity_fade_enabled;
  1632. }
  1633. void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
  1634. proximity_fade_distance = p_distance;
  1635. RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
  1636. }
  1637. float BaseMaterial3D::get_proximity_fade_distance() const {
  1638. return proximity_fade_distance;
  1639. }
  1640. void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
  1641. distance_fade = p_mode;
  1642. _queue_shader_change();
  1643. _change_notify();
  1644. }
  1645. BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
  1646. return distance_fade;
  1647. }
  1648. void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
  1649. distance_fade_max_distance = p_distance;
  1650. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
  1651. }
  1652. float BaseMaterial3D::get_distance_fade_max_distance() const {
  1653. return distance_fade_max_distance;
  1654. }
  1655. void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
  1656. distance_fade_min_distance = p_distance;
  1657. RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
  1658. }
  1659. float BaseMaterial3D::get_distance_fade_min_distance() const {
  1660. return distance_fade_min_distance;
  1661. }
  1662. void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
  1663. if (emission_op == p_op)
  1664. return;
  1665. emission_op = p_op;
  1666. _queue_shader_change();
  1667. }
  1668. BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
  1669. return emission_op;
  1670. }
  1671. RID BaseMaterial3D::get_shader_rid() const {
  1672. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  1673. return shader_map[current_key].shader;
  1674. }
  1675. Shader::Mode BaseMaterial3D::get_shader_mode() const {
  1676. return Shader::MODE_SPATIAL;
  1677. }
  1678. void BaseMaterial3D::_bind_methods() {
  1679. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
  1680. ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
  1681. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
  1682. ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
  1683. ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
  1684. ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
  1685. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
  1686. ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
  1687. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
  1688. ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
  1689. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
  1690. ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
  1691. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
  1692. ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
  1693. ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy);
  1694. ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy);
  1695. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
  1696. ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
  1697. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
  1698. ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
  1699. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
  1700. ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
  1701. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
  1702. ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
  1703. ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss);
  1704. ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss);
  1705. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
  1706. ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
  1707. ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
  1708. ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
  1709. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
  1710. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
  1711. ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
  1712. ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
  1713. ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
  1714. ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
  1715. ClassDB::bind_method(D_METHOD("set_transmittance_curve", "curve"), &BaseMaterial3D::set_transmittance_curve);
  1716. ClassDB::bind_method(D_METHOD("get_transmittance_curve"), &BaseMaterial3D::get_transmittance_curve);
  1717. ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
  1718. ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
  1719. ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
  1720. ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
  1721. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
  1722. ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
  1723. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
  1724. ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
  1725. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
  1726. ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
  1727. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
  1728. ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
  1729. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
  1730. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
  1731. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
  1732. ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
  1733. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
  1734. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
  1735. ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
  1736. ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
  1737. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
  1738. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
  1739. ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
  1740. ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
  1741. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
  1742. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
  1743. ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
  1744. ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
  1745. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
  1746. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
  1747. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
  1748. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
  1749. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
  1750. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
  1751. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
  1752. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
  1753. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
  1754. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
  1755. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
  1756. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
  1757. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
  1758. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
  1759. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
  1760. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
  1761. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
  1762. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
  1763. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
  1764. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
  1765. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
  1766. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
  1767. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
  1768. ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
  1769. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
  1770. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
  1771. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
  1772. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
  1773. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
  1774. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
  1775. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
  1776. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
  1777. ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
  1778. ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
  1779. ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
  1780. ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
  1781. ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
  1782. ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
  1783. ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
  1784. ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
  1785. ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
  1786. ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
  1787. ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
  1788. ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
  1789. ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
  1790. ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
  1791. ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
  1792. ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
  1793. ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
  1794. ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
  1795. ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade);
  1796. ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
  1797. ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
  1798. ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
  1799. ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
  1800. ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
  1801. ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
  1802. ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
  1803. ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
  1804. ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
  1805. ADD_GROUP("Transparency", "");
  1806. ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,AlphaScissor,DepthPrePass"), "set_transparency", "get_transparency");
  1807. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
  1808. ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
  1809. ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  1810. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
  1811. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
  1812. ADD_GROUP("Shading", "");
  1813. ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,PerPixel,PerVertex"), "set_shading_mode", "get_shading_mode");
  1814. ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
  1815. ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
  1816. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
  1817. ADD_GROUP("Vertex Color", "vertex_color");
  1818. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  1819. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  1820. ADD_GROUP("Albedo", "albedo_");
  1821. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  1822. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  1823. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  1824. ADD_GROUP("ORM", "orm_");
  1825. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
  1826. ADD_GROUP("Metallic", "metallic_");
  1827. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  1828. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  1829. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC);
  1830. ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
  1831. ADD_GROUP("Roughness", "roughness_");
  1832. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  1833. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  1834. ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
  1835. ADD_GROUP("Emission", "emission_");
  1836. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
  1837. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  1838. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy");
  1839. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
  1840. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
  1841. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
  1842. ADD_GROUP("NormalMap", "normal_");
  1843. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  1844. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  1845. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
  1846. ADD_GROUP("Rim", "rim_");
  1847. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
  1848. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  1849. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  1850. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM);
  1851. ADD_GROUP("Clearcoat", "clearcoat_");
  1852. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  1853. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  1854. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
  1855. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  1856. ADD_GROUP("Anisotropy", "anisotropy_");
  1857. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  1858. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  1859. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  1860. ADD_GROUP("Ambient Occlusion", "ao_");
  1861. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  1862. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
  1863. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  1864. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  1865. ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
  1866. ADD_GROUP("Height", "heightmap_");
  1867. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
  1868. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_heightmap_scale", "get_heightmap_scale");
  1869. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
  1870. ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers");
  1871. ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_heightmap_deep_parallax_max_layers", "get_heightmap_deep_parallax_max_layers");
  1872. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
  1873. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
  1874. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
  1875. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
  1876. ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
  1877. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
  1878. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  1879. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
  1880. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  1881. ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
  1882. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
  1883. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
  1884. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
  1885. 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");
  1886. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_curve", PROPERTY_HINT_EXP_EASING, "0.01,16,0.01"), "set_transmittance_curve", "get_transmittance_curve");
  1887. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
  1888. ADD_GROUP("Back Lighting", "backlight_");
  1889. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled"), "set_feature", "get_feature", FEATURE_BACKLIGHT);
  1890. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
  1891. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
  1892. ADD_GROUP("Refraction", "refraction_");
  1893. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
  1894. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  1895. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  1896. ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
  1897. ADD_GROUP("Detail", "detail_");
  1898. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
  1899. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  1900. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_detail_blend_mode", "get_detail_blend_mode");
  1901. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  1902. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  1903. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  1904. ADD_GROUP("UV1", "uv1_");
  1905. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
  1906. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  1907. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  1908. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  1909. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
  1910. ADD_GROUP("UV2", "uv2_");
  1911. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
  1912. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  1913. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  1914. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  1915. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
  1916. ADD_GROUP("Sampling", "texture_");
  1917. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,MipmapNearest,MipmapLinear,MipmapNearestAniso,MipmapLinearAniso"), "set_texture_filter", "get_texture_filter");
  1918. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
  1919. ADD_GROUP("Shadows", "");
  1920. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
  1921. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
  1922. ADD_GROUP("Billboard", "billboard_");
  1923. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  1924. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
  1925. ADD_GROUP("Particles Anim", "particles_anim_");
  1926. 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");
  1927. 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");
  1928. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  1929. ADD_GROUP("Grow", "grow_");
  1930. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
  1931. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_grow", "get_grow");
  1932. ADD_GROUP("Transform", "");
  1933. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  1934. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  1935. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
  1936. ADD_GROUP("Proximity Fade", "proximity_fade_");
  1937. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
  1938. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
  1939. ADD_GROUP("Distance Fade", "distance_fade_");
  1940. ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
  1941. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
  1942. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
  1943. BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
  1944. BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
  1945. BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
  1946. BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
  1947. BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
  1948. BIND_ENUM_CONSTANT(TEXTURE_RIM);
  1949. BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
  1950. BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
  1951. BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  1952. BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
  1953. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  1954. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
  1955. BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
  1956. BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
  1957. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
  1958. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  1959. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
  1960. BIND_ENUM_CONSTANT(TEXTURE_ORM);
  1961. BIND_ENUM_CONSTANT(TEXTURE_MAX);
  1962. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
  1963. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
  1964. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  1965. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
  1966. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
  1967. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
  1968. BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
  1969. BIND_ENUM_CONSTANT(DETAIL_UV_1);
  1970. BIND_ENUM_CONSTANT(DETAIL_UV_2);
  1971. BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
  1972. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
  1973. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
  1974. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  1975. BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
  1976. BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
  1977. BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
  1978. BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
  1979. BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
  1980. BIND_ENUM_CONSTANT(FEATURE_EMISSION);
  1981. BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
  1982. BIND_ENUM_CONSTANT(FEATURE_RIM);
  1983. BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
  1984. BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
  1985. BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  1986. BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
  1987. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
  1988. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
  1989. BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
  1990. BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
  1991. BIND_ENUM_CONSTANT(FEATURE_DETAIL);
  1992. BIND_ENUM_CONSTANT(FEATURE_MAX);
  1993. BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
  1994. BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
  1995. BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
  1996. BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
  1997. BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  1998. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
  1999. BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
  2000. BIND_ENUM_CONSTANT(CULL_BACK);
  2001. BIND_ENUM_CONSTANT(CULL_FRONT);
  2002. BIND_ENUM_CONSTANT(CULL_DISABLED);
  2003. BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
  2004. BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2005. BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
  2006. BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
  2007. BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
  2008. BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
  2009. BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
  2010. BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
  2011. BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
  2012. BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
  2013. BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
  2014. BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
  2015. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2016. BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
  2017. BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
  2018. BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
  2019. BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
  2020. BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
  2021. BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
  2022. BIND_ENUM_CONSTANT(FLAG_MAX);
  2023. BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
  2024. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
  2025. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
  2026. BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
  2027. BIND_ENUM_CONSTANT(DIFFUSE_TOON);
  2028. BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
  2029. BIND_ENUM_CONSTANT(SPECULAR_BLINN);
  2030. BIND_ENUM_CONSTANT(SPECULAR_PHONG);
  2031. BIND_ENUM_CONSTANT(SPECULAR_TOON);
  2032. BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
  2033. BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
  2034. BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
  2035. BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
  2036. BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
  2037. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
  2038. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
  2039. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
  2040. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
  2041. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
  2042. BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
  2043. BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
  2044. BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
  2045. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
  2046. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
  2047. BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
  2048. }
  2049. BaseMaterial3D::BaseMaterial3D(bool p_orm) :
  2050. element(this) {
  2051. orm = p_orm;
  2052. // Initialize to the same values as the shader
  2053. transparency = TRANSPARENCY_DISABLED;
  2054. shading_mode = SHADING_MODE_PER_PIXEL;
  2055. set_albedo(Color(1.0, 1.0, 1.0, 1.0));
  2056. set_specular(0.5);
  2057. set_roughness(1.0);
  2058. set_metallic(0.0);
  2059. set_emission(Color(0, 0, 0));
  2060. set_emission_energy(1.0);
  2061. set_normal_scale(1);
  2062. set_rim(1.0);
  2063. set_rim_tint(0.5);
  2064. set_clearcoat(1);
  2065. set_clearcoat_gloss(0.5);
  2066. set_anisotropy(0);
  2067. set_heightmap_scale(0.05);
  2068. set_subsurface_scattering_strength(0);
  2069. set_backlight(Color(0, 0, 0));
  2070. set_transmittance_color(Color(1, 1, 1, 1));
  2071. set_transmittance_depth(0.1);
  2072. set_transmittance_curve(1.0);
  2073. set_transmittance_boost(0.0);
  2074. set_refraction(0.05);
  2075. set_point_size(1);
  2076. set_uv1_offset(Vector3(0, 0, 0));
  2077. set_uv1_scale(Vector3(1, 1, 1));
  2078. set_uv1_triplanar_blend_sharpness(1);
  2079. set_uv2_offset(Vector3(0, 0, 0));
  2080. set_uv2_scale(Vector3(1, 1, 1));
  2081. set_uv2_triplanar_blend_sharpness(1);
  2082. set_billboard_mode(BILLBOARD_DISABLED);
  2083. set_particles_anim_h_frames(1);
  2084. set_particles_anim_v_frames(1);
  2085. set_particles_anim_loop(false);
  2086. set_alpha_scissor_threshold(0.98);
  2087. emission_op = EMISSION_OP_ADD;
  2088. proximity_fade_enabled = false;
  2089. distance_fade = DISTANCE_FADE_DISABLED;
  2090. set_proximity_fade_distance(1);
  2091. set_distance_fade_min_distance(0);
  2092. set_distance_fade_max_distance(10);
  2093. set_ao_light_affect(0.0);
  2094. set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
  2095. set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
  2096. set_ao_texture_channel(TEXTURE_CHANNEL_RED);
  2097. set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
  2098. grow_enabled = false;
  2099. set_grow(0.0);
  2100. deep_parallax = false;
  2101. heightmap_parallax_flip_tangent = false;
  2102. heightmap_parallax_flip_binormal = false;
  2103. set_heightmap_deep_parallax_min_layers(8);
  2104. set_heightmap_deep_parallax_max_layers(32);
  2105. set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
  2106. detail_uv = DETAIL_UV_1;
  2107. blend_mode = BLEND_MODE_MIX;
  2108. detail_blend_mode = BLEND_MODE_MIX;
  2109. depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
  2110. cull_mode = CULL_BACK;
  2111. for (int i = 0; i < FLAG_MAX; i++) {
  2112. flags[i] = false;
  2113. }
  2114. flags[FLAG_USE_TEXTURE_REPEAT] = true;
  2115. diffuse_mode = DIFFUSE_BURLEY;
  2116. specular_mode = SPECULAR_SCHLICK_GGX;
  2117. for (int i = 0; i < FEATURE_MAX; i++) {
  2118. features[i] = false;
  2119. }
  2120. current_key.key0 = 0;
  2121. current_key.key1 = 0;
  2122. current_key.invalid_key = 1;
  2123. texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
  2124. _queue_shader_change();
  2125. }
  2126. BaseMaterial3D::~BaseMaterial3D() {
  2127. MutexLock lock(material_mutex);
  2128. if (shader_map.has(current_key)) {
  2129. shader_map[current_key].users--;
  2130. if (shader_map[current_key].users == 0) {
  2131. //deallocate shader, as it's no longer in use
  2132. RS::get_singleton()->free(shader_map[current_key].shader);
  2133. shader_map.erase(current_key);
  2134. }
  2135. RS::get_singleton()->material_set_shader(_get_material(), RID());
  2136. }
  2137. }
  2138. //////////////////////
  2139. #ifndef DISABLE_DEPRECATED
  2140. // Kept for compatibility from 3.x to 4.0.
  2141. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
  2142. if (p_name == "flags_transparent") {
  2143. bool transparent = p_value;
  2144. if (transparent) {
  2145. set_transparency(TRANSPARENCY_ALPHA);
  2146. }
  2147. return true;
  2148. } else if (p_name == "flags_unshaded") {
  2149. bool unshaded = p_value;
  2150. if (unshaded) {
  2151. set_shading_mode(SHADING_MODE_UNSHADED);
  2152. }
  2153. return true;
  2154. } else if (p_name == "flags_vertex_lighting") {
  2155. bool vertex_lit = p_value;
  2156. if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
  2157. set_shading_mode(SHADING_MODE_PER_VERTEX);
  2158. }
  2159. return true;
  2160. } else if (p_name == "params_use_alpha_scissor") {
  2161. bool use_scissor = p_value;
  2162. if (use_scissor) {
  2163. set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
  2164. }
  2165. return true;
  2166. } else if (p_name == "params_depth_draw_mode") {
  2167. int mode = p_value;
  2168. if (mode == 3) {
  2169. set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2170. }
  2171. return true;
  2172. } else if (p_name == "depth_enabled") {
  2173. bool enabled = p_value;
  2174. if (enabled) {
  2175. set_feature(FEATURE_HEIGHT_MAPPING, true);
  2176. set_flag(FLAG_INVERT_HEIGHTMAP, true);
  2177. }
  2178. return true;
  2179. } else {
  2180. static const Pair<const char *, const char *> remaps[] = {
  2181. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2182. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  2183. { "flags_no_depth_test", "no_depth_test" },
  2184. { "flags_use_point_size", "use_point_size" },
  2185. { "flags_fixed_size", "fixed_Size" },
  2186. { "flags_albedo_tex_force_srg", "albedo_tex_force_srgb" },
  2187. { "flags_do_not_receive_shadows", "disable_receive_shadows" },
  2188. { "flags_disable_ambient_light", "disable_ambient_light" },
  2189. { "params_diffuse_mode", "diffuse_mode" },
  2190. { "params_specular_mode", "specular_mode" },
  2191. { "params_blend_mode", "blend_mode" },
  2192. { "params_cull_mode", "cull_mode" },
  2193. { "params_depth_draw_mode", "params_depth_draw_mode" },
  2194. { "params_point_size", "point_size" },
  2195. { "params_billboard_mode", "billboard_mode" },
  2196. { "params_billboard_keep_scale", "billboard_keep_scale" },
  2197. { "params_grow", "grow" },
  2198. { "params_grow_amount", "grow_amount" },
  2199. { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
  2200. { "depth_scale", "heightmap_scale" },
  2201. { "depth_deep_parallax", "heightmap_deep_parallax" },
  2202. { "depth_min_layers", "heightmap_min_layers" },
  2203. { "depth_max_layers", "heightmap_max_layers" },
  2204. { "depth_flip_tangent", "heightmap_flip_tangent" },
  2205. { "depth_flip_binormal", "heightmap_flip_binormal" },
  2206. { "depth_texture", "heightmap_texture" },
  2207. { nullptr, nullptr },
  2208. };
  2209. int idx = 0;
  2210. while (remaps[idx].first) {
  2211. if (p_name == remaps[idx].first) {
  2212. set(remaps[idx].second, p_value);
  2213. return true;
  2214. }
  2215. idx++;
  2216. }
  2217. print_line("remapped parameter not found: " + String(p_name));
  2218. return true;
  2219. }
  2220. return false;
  2221. }
  2222. #endif // DISABLE_DEPRECATED