material.cpp 137 KB

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  1. /**************************************************************************/
  2. /* material.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "material.h"
  31. #include "core/config/engine.h"
  32. #include "core/config/project_settings.h"
  33. #include "core/error/error_macros.h"
  34. #include "core/version.h"
  35. #include "scene/main/scene_tree.h"
  36. void Material::set_next_pass(const Ref<Material> &p_pass) {
  37. for (Ref<Material> pass_child = p_pass; pass_child.is_valid(); pass_child = pass_child->get_next_pass()) {
  38. ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
  39. }
  40. if (next_pass == p_pass) {
  41. return;
  42. }
  43. next_pass = p_pass;
  44. if (material.is_valid()) {
  45. RID next_pass_rid;
  46. if (next_pass.is_valid()) {
  47. next_pass_rid = next_pass->get_rid();
  48. }
  49. RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
  50. }
  51. }
  52. Ref<Material> Material::get_next_pass() const {
  53. return next_pass;
  54. }
  55. void Material::set_render_priority(int p_priority) {
  56. ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
  57. ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
  58. render_priority = p_priority;
  59. if (material.is_valid()) {
  60. RS::get_singleton()->material_set_render_priority(material, p_priority);
  61. }
  62. }
  63. int Material::get_render_priority() const {
  64. return render_priority;
  65. }
  66. RID Material::get_rid() const {
  67. return material;
  68. }
  69. void Material::_validate_property(PropertyInfo &p_property) const {
  70. if (!_can_do_next_pass() && p_property.name == "next_pass") {
  71. p_property.usage = PROPERTY_USAGE_NONE;
  72. }
  73. if (!_can_use_render_priority() && p_property.name == "render_priority") {
  74. p_property.usage = PROPERTY_USAGE_NONE;
  75. }
  76. }
  77. void Material::_mark_ready() {
  78. init_state = INIT_STATE_READY;
  79. }
  80. void Material::_mark_initialized(const Callable &p_add_to_dirty_list, const Callable &p_update_shader) {
  81. // If this is happening as part of resource loading, it is not safe to queue the update
  82. // as an addition to the dirty list. It would be if the load is happening on the main thread,
  83. // but even so we'd rather perform the update directly instead of using the dirty list.
  84. if (ResourceLoader::is_within_load()) {
  85. DEV_ASSERT(init_state != INIT_STATE_READY);
  86. if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
  87. if (p_update_shader.is_valid()) {
  88. init_state = INIT_STATE_INITIALIZING;
  89. callable_mp(this, &Material::_mark_ready).call_deferred();
  90. p_update_shader.call_deferred();
  91. } else {
  92. init_state = INIT_STATE_READY;
  93. }
  94. }
  95. } else {
  96. // Straightforward conditions.
  97. init_state = INIT_STATE_READY;
  98. p_add_to_dirty_list.call();
  99. }
  100. }
  101. void Material::inspect_native_shader_code() {
  102. SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
  103. RID shader = get_shader_rid();
  104. if (st && shader.is_valid()) {
  105. st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
  106. }
  107. }
  108. RID Material::get_shader_rid() const {
  109. RID ret;
  110. GDVIRTUAL_CALL(_get_shader_rid, ret);
  111. return ret;
  112. }
  113. Shader::Mode Material::get_shader_mode() const {
  114. Shader::Mode ret = Shader::MODE_MAX;
  115. GDVIRTUAL_CALL(_get_shader_mode, ret);
  116. return ret;
  117. }
  118. bool Material::_can_do_next_pass() const {
  119. bool ret = false;
  120. GDVIRTUAL_CALL(_can_do_next_pass, ret);
  121. return ret;
  122. }
  123. bool Material::_can_use_render_priority() const {
  124. bool ret = false;
  125. GDVIRTUAL_CALL(_can_use_render_priority, ret);
  126. return ret;
  127. }
  128. Ref<Resource> Material::create_placeholder() const {
  129. Ref<PlaceholderMaterial> placeholder;
  130. placeholder.instantiate();
  131. return placeholder;
  132. }
  133. void Material::_bind_methods() {
  134. ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
  135. ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
  136. ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
  137. ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
  138. ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
  139. ClassDB::set_method_flags(get_class_static(), StringName("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
  140. ClassDB::bind_method(D_METHOD("create_placeholder"), &Material::create_placeholder);
  141. 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");
  142. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
  143. BIND_CONSTANT(RENDER_PRIORITY_MAX);
  144. BIND_CONSTANT(RENDER_PRIORITY_MIN);
  145. GDVIRTUAL_BIND(_get_shader_rid)
  146. GDVIRTUAL_BIND(_get_shader_mode)
  147. GDVIRTUAL_BIND(_can_do_next_pass)
  148. GDVIRTUAL_BIND(_can_use_render_priority)
  149. }
  150. Material::Material() {
  151. render_priority = 0;
  152. }
  153. Material::~Material() {
  154. if (material.is_valid()) {
  155. ERR_FAIL_NULL(RenderingServer::get_singleton());
  156. RenderingServer::get_singleton()->free(material);
  157. }
  158. }
  159. ///////////////////////////////////
  160. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  161. if (shader.is_valid()) {
  162. const StringName *sn = remap_cache.getptr(p_name);
  163. if (sn) {
  164. set_shader_parameter(*sn, p_value);
  165. return true;
  166. }
  167. String s = p_name;
  168. if (s.begins_with("shader_parameter/")) {
  169. String param = s.replace_first("shader_parameter/", "");
  170. remap_cache[s] = param;
  171. set_shader_parameter(param, p_value);
  172. return true;
  173. }
  174. #ifndef DISABLE_DEPRECATED
  175. // Compatibility remaps are only needed here.
  176. if (s.begins_with("param/")) {
  177. s = s.replace_first("param/", "shader_parameter/");
  178. } else if (s.begins_with("shader_param/")) {
  179. s = s.replace_first("shader_param/", "shader_parameter/");
  180. } else if (s.begins_with("shader_uniform/")) {
  181. s = s.replace_first("shader_uniform/", "shader_parameter/");
  182. } else {
  183. return false; // Not a shader parameter.
  184. }
  185. WARN_PRINT("This material (containing shader with path: '" + shader->get_path() + "') uses an old deprecated parameter names. Consider re-saving this resource (or scene which contains it) in order for it to continue working in future versions.");
  186. String param = s.replace_first("shader_parameter/", "");
  187. remap_cache[s] = param;
  188. set_shader_parameter(param, p_value);
  189. return true;
  190. #endif
  191. }
  192. return false;
  193. }
  194. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  195. if (shader.is_valid()) {
  196. const StringName *sn = remap_cache.getptr(p_name);
  197. if (sn) {
  198. // Only return a parameter if it was previously set.
  199. r_ret = get_shader_parameter(*sn);
  200. return true;
  201. }
  202. }
  203. return false;
  204. }
  205. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  206. if (shader.is_valid()) {
  207. List<PropertyInfo> list;
  208. shader->get_shader_uniform_list(&list, true);
  209. HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
  210. LocalVector<Pair<String, LocalVector<String>>> vgroups;
  211. {
  212. HashMap<String, List<PropertyInfo>> none_subgroup;
  213. none_subgroup.insert("<None>", List<PropertyInfo>());
  214. groups.insert("<None>", none_subgroup);
  215. }
  216. String last_group = "<None>";
  217. String last_subgroup = "<None>";
  218. bool is_none_group_undefined = true;
  219. bool is_none_group = true;
  220. for (const PropertyInfo &pi : list) {
  221. if (pi.usage == PROPERTY_USAGE_GROUP) {
  222. if (!pi.name.is_empty()) {
  223. Vector<String> vgroup = pi.name.split("::");
  224. last_group = vgroup[0];
  225. if (vgroup.size() > 1) {
  226. last_subgroup = vgroup[1];
  227. } else {
  228. last_subgroup = "<None>";
  229. }
  230. is_none_group = false;
  231. if (!groups.has(last_group)) {
  232. PropertyInfo info;
  233. info.usage = PROPERTY_USAGE_GROUP;
  234. info.name = last_group.capitalize();
  235. info.hint_string = "shader_parameter/";
  236. List<PropertyInfo> none_subgroup;
  237. none_subgroup.push_back(info);
  238. HashMap<String, List<PropertyInfo>> subgroup_map;
  239. subgroup_map.insert("<None>", none_subgroup);
  240. groups.insert(last_group, subgroup_map);
  241. vgroups.push_back(Pair<String, LocalVector<String>>(last_group, { "<None>" }));
  242. }
  243. if (!groups[last_group].has(last_subgroup)) {
  244. PropertyInfo info;
  245. info.usage = PROPERTY_USAGE_SUBGROUP;
  246. info.name = last_subgroup.capitalize();
  247. info.hint_string = "shader_parameter/";
  248. List<PropertyInfo> subgroup;
  249. subgroup.push_back(info);
  250. groups[last_group].insert(last_subgroup, subgroup);
  251. for (Pair<String, LocalVector<String>> &group : vgroups) {
  252. if (group.first == last_group) {
  253. group.second.push_back(last_subgroup);
  254. break;
  255. }
  256. }
  257. }
  258. } else {
  259. last_group = "<None>";
  260. last_subgroup = "<None>";
  261. is_none_group = true;
  262. }
  263. continue; // Pass group.
  264. }
  265. if (is_none_group_undefined && is_none_group) {
  266. is_none_group_undefined = false;
  267. PropertyInfo info;
  268. info.usage = PROPERTY_USAGE_GROUP;
  269. info.name = "Shader Parameters";
  270. info.hint_string = "shader_parameter/";
  271. groups["<None>"]["<None>"].push_back(info);
  272. vgroups.push_back(Pair<String, LocalVector<String>>("<None>", { "<None>" }));
  273. }
  274. const bool is_uniform_cached = param_cache.has(pi.name);
  275. bool is_uniform_type_compatible = true;
  276. if (is_uniform_cached) {
  277. // Check if the uniform Variant type changed, for example vec3 to vec4.
  278. const Variant &cached = param_cache.get(pi.name);
  279. if (cached.is_array()) {
  280. // Allow some array conversions for backwards compatibility.
  281. is_uniform_type_compatible = Variant::can_convert(pi.type, cached.get_type());
  282. } else {
  283. is_uniform_type_compatible = pi.type == cached.get_type();
  284. }
  285. #ifndef DISABLE_DEPRECATED
  286. // PackedFloat32Array -> PackedVector4Array conversion.
  287. if (!is_uniform_type_compatible && pi.type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
  288. PackedVector4Array varray;
  289. PackedFloat32Array array = (PackedFloat32Array)cached;
  290. for (int i = 0; i + 3 < array.size(); i += 4) {
  291. varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
  292. }
  293. param_cache.insert(pi.name, varray);
  294. is_uniform_type_compatible = true;
  295. }
  296. #endif
  297. if (is_uniform_type_compatible && pi.type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
  298. // Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
  299. // Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.
  300. Object *cached_obj = cached;
  301. if (!cached_obj->is_class(pi.hint_string)) {
  302. is_uniform_type_compatible = false;
  303. }
  304. }
  305. }
  306. PropertyInfo info = pi;
  307. info.name = "shader_parameter/" + info.name;
  308. if (!is_uniform_cached || !is_uniform_type_compatible) {
  309. // Property has never been edited or its type changed, retrieve with default value.
  310. Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pi.name);
  311. param_cache.insert(pi.name, default_value);
  312. remap_cache.insert(info.name, pi.name);
  313. }
  314. groups[last_group][last_subgroup].push_back(info);
  315. }
  316. for (const Pair<String, LocalVector<String>> &group_pair : vgroups) {
  317. String group = group_pair.first;
  318. for (const String &subgroup : group_pair.second) {
  319. List<PropertyInfo> &prop_infos = groups[group][subgroup];
  320. for (const PropertyInfo &item : prop_infos) {
  321. p_list->push_back(item);
  322. }
  323. }
  324. }
  325. }
  326. }
  327. bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {
  328. if (shader.is_valid()) {
  329. if (remap_cache.has(p_name)) {
  330. return true;
  331. }
  332. const String sname = p_name;
  333. return sname == "render_priority" || sname == "next_pass";
  334. }
  335. return false;
  336. }
  337. bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {
  338. if (shader.is_valid()) {
  339. const StringName *pr = remap_cache.getptr(p_name);
  340. if (pr) {
  341. r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
  342. return true;
  343. } else if (p_name == "render_priority") {
  344. r_property = 0;
  345. return true;
  346. } else if (p_name == "next_pass") {
  347. r_property = Variant();
  348. return true;
  349. }
  350. }
  351. return false;
  352. }
  353. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  354. // Only connect/disconnect the signal when running in the editor.
  355. // This can be a slow operation, and `notify_property_list_changed()` (which is called by `_shader_changed()`)
  356. // does nothing in non-editor builds anyway. See GH-34741 for details.
  357. if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
  358. shader->disconnect_changed(callable_mp(this, &ShaderMaterial::_shader_changed));
  359. }
  360. shader = p_shader;
  361. RID rid;
  362. if (shader.is_valid()) {
  363. rid = shader->get_rid();
  364. if (Engine::get_singleton()->is_editor_hint()) {
  365. shader->connect_changed(callable_mp(this, &ShaderMaterial::_shader_changed));
  366. }
  367. }
  368. RID material_rid = _get_material();
  369. if (material_rid.is_valid()) {
  370. RS::get_singleton()->material_set_shader(material_rid, rid);
  371. }
  372. notify_property_list_changed(); //properties for shader exposed
  373. emit_changed();
  374. }
  375. Ref<Shader> ShaderMaterial::get_shader() const {
  376. return shader;
  377. }
  378. void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
  379. RID material_rid = _get_material();
  380. if (p_value.get_type() == Variant::NIL) {
  381. param_cache.erase(p_param);
  382. if (material_rid.is_valid()) {
  383. RS::get_singleton()->material_set_param(material_rid, p_param, Variant());
  384. }
  385. } else {
  386. Variant *v = param_cache.getptr(p_param);
  387. if (!v) {
  388. // Never assigned, also update the remap cache.
  389. remap_cache["shader_parameter/" + p_param.operator String()] = p_param;
  390. param_cache.insert(p_param, p_value);
  391. } else {
  392. *v = p_value;
  393. }
  394. if (p_value.get_type() == Variant::OBJECT) {
  395. RID tex_rid = p_value;
  396. if (tex_rid == RID()) {
  397. param_cache.erase(p_param);
  398. if (material_rid.is_valid()) {
  399. RS::get_singleton()->material_set_param(material_rid, p_param, Variant());
  400. }
  401. } else if (material_rid.is_valid()) {
  402. RS::get_singleton()->material_set_param(material_rid, p_param, tex_rid);
  403. }
  404. } else if (material_rid.is_valid()) {
  405. RS::get_singleton()->material_set_param(material_rid, p_param, p_value);
  406. }
  407. }
  408. }
  409. Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {
  410. if (param_cache.has(p_param)) {
  411. return param_cache[p_param];
  412. } else {
  413. return Variant();
  414. }
  415. }
  416. void ShaderMaterial::_shader_changed() {
  417. notify_property_list_changed(); //update all properties
  418. }
  419. void ShaderMaterial::_check_material_rid() const {
  420. MutexLock lock(material_rid_mutex);
  421. if (_get_material().is_null()) {
  422. RID shader_rid = shader.is_valid() ? shader->get_rid() : RID();
  423. RID next_pass_rid;
  424. if (get_next_pass().is_valid()) {
  425. next_pass_rid = get_next_pass()->get_rid();
  426. }
  427. _set_material(RS::get_singleton()->material_create_from_shader(next_pass_rid, get_render_priority(), shader_rid));
  428. for (KeyValue<StringName, Variant> param : param_cache) {
  429. if (param.value.get_type() == Variant::OBJECT) {
  430. RID tex_rid = param.value;
  431. if (tex_rid.is_valid()) {
  432. RS::get_singleton()->material_set_param(_get_material(), param.key, tex_rid);
  433. } else {
  434. RS::get_singleton()->material_set_param(_get_material(), param.key, Variant());
  435. }
  436. } else {
  437. RS::get_singleton()->material_set_param(_get_material(), param.key, param.value);
  438. }
  439. }
  440. }
  441. }
  442. void ShaderMaterial::_bind_methods() {
  443. ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
  444. ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
  445. ClassDB::bind_method(D_METHOD("set_shader_parameter", "param", "value"), &ShaderMaterial::set_shader_parameter);
  446. ClassDB::bind_method(D_METHOD("get_shader_parameter", "param"), &ShaderMaterial::get_shader_parameter);
  447. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
  448. }
  449. #ifdef TOOLS_ENABLED
  450. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  451. const String pf = p_function;
  452. if (p_idx == 0 && (pf == "get_shader_parameter" || pf == "set_shader_parameter")) {
  453. if (shader.is_valid()) {
  454. List<PropertyInfo> pl;
  455. shader->get_shader_uniform_list(&pl);
  456. for (const PropertyInfo &E : pl) {
  457. r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
  458. }
  459. }
  460. }
  461. Material::get_argument_options(p_function, p_idx, r_options);
  462. }
  463. #endif
  464. bool ShaderMaterial::_can_do_next_pass() const {
  465. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  466. }
  467. bool ShaderMaterial::_can_use_render_priority() const {
  468. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  469. }
  470. Shader::Mode ShaderMaterial::get_shader_mode() const {
  471. if (shader.is_valid()) {
  472. return shader->get_mode();
  473. } else {
  474. return Shader::MODE_SPATIAL;
  475. }
  476. }
  477. RID ShaderMaterial::get_rid() const {
  478. _check_material_rid();
  479. return Material::get_rid();
  480. }
  481. RID ShaderMaterial::get_shader_rid() const {
  482. if (shader.is_valid()) {
  483. return shader->get_rid();
  484. } else {
  485. return RID();
  486. }
  487. }
  488. ShaderMaterial::ShaderMaterial() {
  489. // Material RID will be empty until it is required.
  490. }
  491. ShaderMaterial::~ShaderMaterial() {
  492. }
  493. /////////////////////////////////
  494. HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
  495. Mutex BaseMaterial3D::shader_map_mutex;
  496. BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
  497. Mutex BaseMaterial3D::material_mutex;
  498. SelfList<BaseMaterial3D>::List BaseMaterial3D::dirty_materials;
  499. void BaseMaterial3D::init_shaders() {
  500. shader_names = memnew(ShaderNames);
  501. shader_names->albedo = "albedo";
  502. shader_names->specular = "specular";
  503. shader_names->roughness = "roughness";
  504. shader_names->metallic = "metallic";
  505. shader_names->emission = "emission";
  506. shader_names->emission_energy = "emission_energy";
  507. shader_names->normal_scale = "normal_scale";
  508. shader_names->rim = "rim";
  509. shader_names->rim_tint = "rim_tint";
  510. shader_names->clearcoat = "clearcoat";
  511. shader_names->clearcoat_roughness = "clearcoat_roughness";
  512. shader_names->anisotropy = "anisotropy_ratio";
  513. shader_names->heightmap_scale = "heightmap_scale";
  514. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  515. shader_names->backlight = "backlight";
  516. shader_names->refraction = "refraction";
  517. shader_names->point_size = "point_size";
  518. shader_names->uv1_scale = "uv1_scale";
  519. shader_names->uv1_offset = "uv1_offset";
  520. shader_names->uv2_scale = "uv2_scale";
  521. shader_names->uv2_offset = "uv2_offset";
  522. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  523. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  524. shader_names->particles_anim_h_frames = "particles_anim_h_frames";
  525. shader_names->particles_anim_v_frames = "particles_anim_v_frames";
  526. shader_names->particles_anim_loop = "particles_anim_loop";
  527. shader_names->heightmap_min_layers = "heightmap_min_layers";
  528. shader_names->heightmap_max_layers = "heightmap_max_layers";
  529. shader_names->heightmap_flip = "heightmap_flip";
  530. shader_names->grow = "grow";
  531. shader_names->ao_light_affect = "ao_light_affect";
  532. shader_names->proximity_fade_distance = "proximity_fade_distance";
  533. shader_names->distance_fade_min = "distance_fade_min";
  534. shader_names->distance_fade_max = "distance_fade_max";
  535. shader_names->msdf_pixel_range = "msdf_pixel_range";
  536. shader_names->msdf_outline_size = "msdf_outline_size";
  537. shader_names->metallic_texture_channel = "metallic_texture_channel";
  538. shader_names->ao_texture_channel = "ao_texture_channel";
  539. shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
  540. shader_names->rim_texture_channel = "rim_texture_channel";
  541. shader_names->heightmap_texture_channel = "heightmap_texture_channel";
  542. shader_names->refraction_texture_channel = "refraction_texture_channel";
  543. shader_names->transmittance_color = "transmittance_color";
  544. shader_names->transmittance_depth = "transmittance_depth";
  545. shader_names->transmittance_boost = "transmittance_boost";
  546. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  547. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  548. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  549. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  550. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  551. shader_names->texture_names[TEXTURE_BENT_NORMAL] = "texture_bent_normal";
  552. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  553. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  554. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  555. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  556. shader_names->texture_names[TEXTURE_HEIGHTMAP] = "texture_heightmap";
  557. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  558. shader_names->texture_names[TEXTURE_SUBSURFACE_TRANSMITTANCE] = "texture_subsurface_transmittance";
  559. shader_names->texture_names[TEXTURE_BACKLIGHT] = "texture_backlight";
  560. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  561. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  562. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  563. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  564. shader_names->texture_names[TEXTURE_ORM] = "texture_orm";
  565. shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
  566. shader_names->alpha_hash_scale = "alpha_hash_scale";
  567. shader_names->alpha_antialiasing_edge = "alpha_antialiasing_edge";
  568. shader_names->albedo_texture_size = "albedo_texture_size";
  569. }
  570. HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
  571. void BaseMaterial3D::finish_shaders() {
  572. materials_for_2d.clear();
  573. dirty_materials.clear();
  574. memdelete(shader_names);
  575. shader_names = nullptr;
  576. }
  577. void BaseMaterial3D::_update_shader() {
  578. MaterialKey mk = _compute_key();
  579. if (mk == current_key) {
  580. return; //no update required in the end
  581. }
  582. {
  583. MutexLock lock(shader_map_mutex);
  584. ShaderData *v = shader_map.getptr(current_key);
  585. if (v) {
  586. v->users--;
  587. if (v->users == 0) {
  588. // Deallocate shader which is no longer in use.
  589. shader_rid = RID();
  590. RS::get_singleton()->free(v->shader);
  591. shader_map.erase(current_key);
  592. }
  593. }
  594. current_key = mk;
  595. v = shader_map.getptr(mk);
  596. if (v) {
  597. shader_rid = v->shader;
  598. v->users++;
  599. if (_get_material().is_valid()) {
  600. RS::get_singleton()->material_set_shader(_get_material(), shader_rid);
  601. }
  602. return;
  603. }
  604. }
  605. // From this point, it is possible that multiple threads requesting the same key will
  606. // race to create the shader. The winner, which is the one found in shader_map, will be
  607. // used. The losers will free their shader.
  608. String texfilter_str;
  609. // Force linear filtering for the heightmap texture, as the heightmap effect
  610. // looks broken with nearest-neighbor filtering (with and without Deep Parallax).
  611. String texfilter_height_str;
  612. switch (texture_filter) {
  613. case TEXTURE_FILTER_NEAREST:
  614. texfilter_str = "filter_nearest";
  615. texfilter_height_str = "filter_linear";
  616. break;
  617. case TEXTURE_FILTER_LINEAR:
  618. texfilter_str = "filter_linear";
  619. texfilter_height_str = "filter_linear";
  620. break;
  621. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
  622. texfilter_str = "filter_nearest_mipmap";
  623. texfilter_height_str = "filter_linear_mipmap";
  624. break;
  625. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
  626. texfilter_str = "filter_linear_mipmap";
  627. texfilter_height_str = "filter_linear_mipmap";
  628. break;
  629. case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
  630. texfilter_str = "filter_nearest_mipmap_anisotropic";
  631. texfilter_height_str = "filter_linear_mipmap_anisotropic";
  632. break;
  633. case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
  634. texfilter_str = "filter_linear_mipmap_anisotropic";
  635. texfilter_height_str = "filter_linear_mipmap_anisotropic";
  636. break;
  637. case TEXTURE_FILTER_MAX:
  638. break; // Internal value, skip.
  639. }
  640. if (flags[FLAG_USE_TEXTURE_REPEAT]) {
  641. texfilter_str += ", repeat_enable";
  642. texfilter_height_str += ", repeat_enable";
  643. } else {
  644. texfilter_str += ", repeat_disable";
  645. texfilter_height_str += ", repeat_disable";
  646. }
  647. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  648. String code = vformat(
  649. "// NOTE: Shader automatically converted from " GODOT_VERSION_NAME " " GODOT_VERSION_FULL_CONFIG "'s %s.\n\n",
  650. orm ? "ORMMaterial3D" : "StandardMaterial3D");
  651. // Define shader type and render mode based on property values.
  652. code += "shader_type spatial;\nrender_mode ";
  653. switch (blend_mode) {
  654. case BLEND_MODE_MIX:
  655. code += "blend_mix";
  656. break;
  657. case BLEND_MODE_ADD:
  658. code += "blend_add";
  659. break;
  660. case BLEND_MODE_SUB:
  661. code += "blend_sub";
  662. break;
  663. case BLEND_MODE_MUL:
  664. code += "blend_mul";
  665. break;
  666. case BLEND_MODE_PREMULT_ALPHA:
  667. code += "blend_premul_alpha";
  668. break;
  669. case BLEND_MODE_MAX:
  670. break; // Internal value, skip.
  671. }
  672. DepthDrawMode ddm = depth_draw_mode;
  673. if (features[FEATURE_REFRACTION]) {
  674. ddm = DEPTH_DRAW_ALWAYS;
  675. }
  676. switch (ddm) {
  677. case DEPTH_DRAW_OPAQUE_ONLY:
  678. code += ", depth_draw_opaque";
  679. break;
  680. case DEPTH_DRAW_ALWAYS:
  681. code += ", depth_draw_always";
  682. break;
  683. case DEPTH_DRAW_DISABLED:
  684. code += ", depth_draw_never";
  685. break;
  686. case DEPTH_DRAW_MAX:
  687. break; // Internal value, skip.
  688. }
  689. switch (cull_mode) {
  690. case CULL_BACK:
  691. code += ", cull_back";
  692. break;
  693. case CULL_FRONT:
  694. code += ", cull_front";
  695. break;
  696. case CULL_DISABLED:
  697. code += ", cull_disabled";
  698. break;
  699. case CULL_MAX:
  700. break; // Internal value, skip.
  701. }
  702. switch (diffuse_mode) {
  703. case DIFFUSE_BURLEY:
  704. code += ", diffuse_burley";
  705. break;
  706. case DIFFUSE_LAMBERT:
  707. code += ", diffuse_lambert";
  708. break;
  709. case DIFFUSE_LAMBERT_WRAP:
  710. code += ", diffuse_lambert_wrap";
  711. break;
  712. case DIFFUSE_TOON:
  713. code += ", diffuse_toon";
  714. break;
  715. case DIFFUSE_MAX:
  716. break; // Internal value, skip.
  717. }
  718. switch (specular_mode) {
  719. case SPECULAR_SCHLICK_GGX:
  720. code += ", specular_schlick_ggx";
  721. break;
  722. case SPECULAR_TOON:
  723. code += ", specular_toon";
  724. break;
  725. case SPECULAR_DISABLED:
  726. code += ", specular_disabled";
  727. break;
  728. case SPECULAR_MAX:
  729. break; // Internal value, skip.
  730. }
  731. if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
  732. code += ", sss_mode_skin";
  733. }
  734. if (shading_mode == SHADING_MODE_UNSHADED) {
  735. code += ", unshaded";
  736. }
  737. if (flags[FLAG_DISABLE_DEPTH_TEST]) {
  738. code += ", depth_test_disabled";
  739. }
  740. if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
  741. code += ", particle_trails";
  742. }
  743. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  744. code += ", vertex_lighting";
  745. }
  746. if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
  747. code += ", shadows_disabled";
  748. }
  749. if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
  750. code += ", ambient_light_disabled";
  751. }
  752. if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
  753. code += ", shadow_to_opacity";
  754. }
  755. if (flags[FLAG_DISABLE_FOG]) {
  756. code += ", fog_disabled";
  757. }
  758. if (flags[FLAG_DISABLE_SPECULAR_OCCLUSION]) {
  759. code += ", specular_occlusion_disabled";
  760. }
  761. if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
  762. code += ", depth_prepass_alpha";
  763. }
  764. // Although it's technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
  765. // it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
  766. // saturate the MSAA mask.
  767. if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  768. // Alpha antialiasing is only useful with ALPHA_HASH or ALPHA_SCISSOR.
  769. if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
  770. code += ", alpha_to_coverage";
  771. } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
  772. code += ", alpha_to_coverage_and_one";
  773. }
  774. }
  775. code += ";\n";
  776. // Generate list of uniforms.
  777. code += vformat(R"(
  778. uniform vec4 albedo : source_color;
  779. uniform sampler2D texture_albedo : source_color, %s;
  780. )",
  781. texfilter_str);
  782. if (grow_enabled) {
  783. code += "uniform float grow : hint_range(-16.0, 16.0, 0.001);\n";
  784. }
  785. if (proximity_fade_enabled) {
  786. code += "uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01);\n";
  787. }
  788. if (distance_fade != DISTANCE_FADE_DISABLED) {
  789. code += R"(
  790. uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01);
  791. uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
  792. )";
  793. }
  794. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && flags[FLAG_UV1_USE_TRIPLANAR]) {
  795. String msg = "MSDF is not supported on triplanar materials. Ignoring MSDF in favor of triplanar mapping.";
  796. if (textures[TEXTURE_ALBEDO].is_valid()) {
  797. WARN_PRINT(vformat("%s (albedo %s): " + msg, get_path(), textures[TEXTURE_ALBEDO]->get_path()));
  798. } else if (!get_path().is_empty()) {
  799. WARN_PRINT(vformat("%s: " + msg, get_path()));
  800. } else {
  801. WARN_PRINT(msg);
  802. }
  803. }
  804. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  805. code += R"(
  806. uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0);
  807. uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0);
  808. )";
  809. }
  810. // Alpha scissor is only valid if there is no antialiasing edge.
  811. // Alpha hash is valid whenever, but not with alpha scissor.
  812. if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  813. code += "uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);\n";
  814. } else if (transparency == TRANSPARENCY_ALPHA_HASH) {
  815. code += "uniform float alpha_hash_scale : hint_range(0.0, 2.0, 0.01);\n";
  816. }
  817. // If alpha antialiasing isn't off, add in the edge variable.
  818. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
  819. (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
  820. code += "uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);\n";
  821. }
  822. code += "uniform ivec2 albedo_texture_size;\n";
  823. code += "uniform float point_size : hint_range(0.1, 128.0, 0.1);\n";
  824. if (!orm) {
  825. code += vformat(R"(
  826. uniform float roughness : hint_range(0.0, 1.0);
  827. uniform sampler2D texture_metallic : hint_default_white, %s;
  828. uniform vec4 metallic_texture_channel;
  829. )",
  830. texfilter_str);
  831. switch (roughness_texture_channel) {
  832. case TEXTURE_CHANNEL_RED: {
  833. code += vformat("uniform sampler2D texture_roughness : hint_roughness_r, %s;\n", texfilter_str);
  834. } break;
  835. case TEXTURE_CHANNEL_GREEN: {
  836. code += vformat("uniform sampler2D texture_roughness : hint_roughness_g, %s;\n", texfilter_str);
  837. } break;
  838. case TEXTURE_CHANNEL_BLUE: {
  839. code += vformat("uniform sampler2D texture_roughness : hint_roughness_b, %s;\n", texfilter_str);
  840. } break;
  841. case TEXTURE_CHANNEL_ALPHA: {
  842. code += vformat("uniform sampler2D texture_roughness : hint_roughness_a, %s;\n", texfilter_str);
  843. } break;
  844. case TEXTURE_CHANNEL_GRAYSCALE: {
  845. code += vformat("uniform sampler2D texture_roughness : hint_roughness_gray, %s;\n", texfilter_str);
  846. } break;
  847. case TEXTURE_CHANNEL_MAX:
  848. break; // Internal value, skip.
  849. }
  850. code += R"(
  851. uniform float specular : hint_range(0.0, 1.0, 0.01);
  852. uniform float metallic : hint_range(0.0, 1.0, 0.01);
  853. )";
  854. } else {
  855. code += "uniform sampler2D texture_orm : hint_roughness_g, " + texfilter_str + ";\n";
  856. }
  857. if (billboard_mode == BILLBOARD_PARTICLES) {
  858. code += R"(
  859. uniform int particles_anim_h_frames : hint_range(1, 128);
  860. uniform int particles_anim_v_frames : hint_range(1, 128);
  861. uniform bool particles_anim_loop;
  862. )";
  863. }
  864. if (features[FEATURE_EMISSION]) {
  865. code += vformat(R"(
  866. uniform sampler2D texture_emission : source_color, hint_default_black, %s;
  867. uniform vec4 emission : source_color;
  868. uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
  869. )",
  870. texfilter_str);
  871. }
  872. if (features[FEATURE_REFRACTION]) {
  873. code += vformat(R"(
  874. uniform sampler2D texture_refraction : %s;
  875. uniform float refraction : hint_range(-1.0, 1.0, 0.001);
  876. uniform vec4 refraction_texture_channel;
  877. )",
  878. texfilter_str);
  879. }
  880. if (features[FEATURE_REFRACTION]) {
  881. code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;\n";
  882. }
  883. if (features[FEATURE_REFRACTION] || proximity_fade_enabled) {
  884. code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;\n";
  885. }
  886. if (features[FEATURE_NORMAL_MAPPING]) {
  887. code += vformat(R"(
  888. uniform sampler2D texture_normal : hint_roughness_normal, %s;
  889. uniform float normal_scale : hint_range(-16.0, 16.0);
  890. )",
  891. texfilter_str);
  892. }
  893. if (features[FEATURE_BENT_NORMAL_MAPPING]) {
  894. code += vformat(R"(
  895. uniform sampler2D texture_bent_normal : hint_roughness_normal, %s;
  896. )",
  897. texfilter_str);
  898. }
  899. if (features[FEATURE_RIM]) {
  900. code += vformat(R"(
  901. uniform float rim : hint_range(0.0, 1.0, 0.01);
  902. uniform float rim_tint : hint_range(0.0, 1.0, 0.01);
  903. uniform sampler2D texture_rim : hint_default_white, %s;
  904. )",
  905. texfilter_str);
  906. }
  907. if (features[FEATURE_CLEARCOAT]) {
  908. code += vformat(R"(
  909. uniform float clearcoat : hint_range(0.0, 1.0, 0.01);
  910. uniform float clearcoat_roughness : hint_range(0.0, 1.0, 0.01);
  911. uniform sampler2D texture_clearcoat : hint_default_white, %s;
  912. )",
  913. texfilter_str);
  914. }
  915. if (features[FEATURE_ANISOTROPY]) {
  916. code += vformat(R"(
  917. uniform float anisotropy_ratio : hint_range(0.0, 1.0, 0.01);
  918. uniform sampler2D texture_flowmap : hint_anisotropy, %s;
  919. )",
  920. texfilter_str);
  921. }
  922. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  923. code += vformat(R"(
  924. uniform sampler2D texture_ambient_occlusion : hint_default_white, %s;
  925. uniform vec4 ao_texture_channel;
  926. uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
  927. )",
  928. texfilter_str);
  929. }
  930. if (features[FEATURE_DETAIL]) {
  931. code += vformat(R"(
  932. uniform sampler2D texture_detail_albedo : source_color, %s;
  933. uniform sampler2D texture_detail_normal : hint_normal, %s;
  934. uniform sampler2D texture_detail_mask : hint_default_white, %s;
  935. )",
  936. texfilter_str, texfilter_str, texfilter_str);
  937. }
  938. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  939. code += vformat(R"(
  940. uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01);
  941. uniform sampler2D texture_subsurface_scattering : hint_default_white, %s;
  942. )",
  943. texfilter_str);
  944. }
  945. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  946. code += vformat(R"(
  947. uniform vec4 transmittance_color : source_color;
  948. uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001);
  949. uniform sampler2D texture_subsurface_transmittance : hint_default_white, %s;
  950. uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01);
  951. )",
  952. texfilter_str);
  953. }
  954. if (features[FEATURE_BACKLIGHT]) {
  955. code += vformat(R"(
  956. uniform vec4 backlight : source_color;
  957. uniform sampler2D texture_backlight : hint_default_black, %s;
  958. )",
  959. texfilter_str);
  960. }
  961. if (features[FEATURE_HEIGHT_MAPPING]) {
  962. code += vformat(R"(
  963. uniform sampler2D texture_heightmap : hint_default_black, %s;
  964. uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001);
  965. uniform int heightmap_min_layers : hint_range(1, 64);
  966. uniform int heightmap_max_layers : hint_range(1, 64);
  967. uniform vec2 heightmap_flip;
  968. )",
  969. texfilter_height_str);
  970. }
  971. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  972. code += "varying vec3 uv1_triplanar_pos;\n";
  973. }
  974. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  975. code += "varying vec3 uv2_triplanar_pos;\n";
  976. }
  977. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  978. code += R"(
  979. uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001);
  980. varying vec3 uv1_power_normal;
  981. )";
  982. }
  983. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  984. code += R"(uniform float uv2_blend_sharpness : hint_range(0.0, 150.0, 0.001);
  985. varying vec3 uv2_power_normal;
  986. )";
  987. }
  988. code += R"(
  989. uniform vec3 uv1_scale;
  990. uniform vec3 uv1_offset;
  991. uniform vec3 uv2_scale;
  992. uniform vec3 uv2_offset;
  993. )";
  994. // Generate vertex shader.
  995. code += R"(
  996. void vertex() {)";
  997. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  998. code += R"(
  999. // Vertex Color is sRGB: Enabled
  1000. if (!OUTPUT_IS_SRGB) {
  1001. COLOR.rgb = mix(
  1002. pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)),
  1003. COLOR.rgb * (1.0 / 12.92),
  1004. lessThan(COLOR.rgb, vec3(0.04045)));
  1005. }
  1006. )";
  1007. }
  1008. if (flags[FLAG_USE_POINT_SIZE]) {
  1009. code += R"(
  1010. // Use Point Size: Enabled
  1011. POINT_SIZE = point_size;
  1012. )";
  1013. }
  1014. if (shading_mode == SHADING_MODE_PER_VERTEX) {
  1015. code += R"(
  1016. // Shading Mode: Per Vertex
  1017. ROUGHNESS = roughness;
  1018. )";
  1019. }
  1020. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  1021. code += R"(
  1022. UV = UV * uv1_scale.xy + uv1_offset.xy;
  1023. )";
  1024. }
  1025. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  1026. // Don't add a newline if the UV assignment above is already performed,
  1027. // so that UV1 and UV2 are closer to each other.
  1028. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1029. code += "\n";
  1030. }
  1031. code += R"( // Detail UV Layer: UV2
  1032. UV2 = UV2 * uv2_scale.xy + uv2_offset.xy;
  1033. )";
  1034. }
  1035. switch (billboard_mode) {
  1036. case BILLBOARD_DISABLED: {
  1037. } break;
  1038. case BILLBOARD_ENABLED: {
  1039. // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
  1040. // This ensures the billboard faces the camera when casting shadows.
  1041. code += R"(
  1042. // Billboard Mode: Enabled
  1043. MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
  1044. MAIN_CAM_INV_VIEW_MATRIX[0],
  1045. MAIN_CAM_INV_VIEW_MATRIX[1],
  1046. MAIN_CAM_INV_VIEW_MATRIX[2],
  1047. MODEL_MATRIX[3]);
  1048. )";
  1049. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  1050. code += R"(
  1051. // Billboard Keep Scale: Enabled
  1052. MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
  1053. vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
  1054. vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
  1055. vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
  1056. vec4(0.0, 0.0, 0.0, 1.0));
  1057. )";
  1058. }
  1059. code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
  1060. } break;
  1061. case BILLBOARD_FIXED_Y: {
  1062. // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
  1063. // This ensures the billboard faces the camera when casting shadows.
  1064. code += R"(
  1065. // Billboard Mode: Y-Billboard
  1066. MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
  1067. vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0),
  1068. vec4(0.0, 1.0, 0.0, 0.0),
  1069. vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0),
  1070. MODEL_MATRIX[3]);
  1071. )";
  1072. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  1073. code += R"(
  1074. // Billboard Keep Scale: Enabled
  1075. MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
  1076. vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
  1077. vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
  1078. vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
  1079. vec4(0.0, 0.0, 0.0, 1.0));
  1080. )";
  1081. }
  1082. code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
  1083. } break;
  1084. case BILLBOARD_PARTICLES: {
  1085. // Make billboard and rotated by rotation.
  1086. code += R"(
  1087. // Billboard Mode: Particles
  1088. mat4 mat_world = mat4(
  1089. normalize(INV_VIEW_MATRIX[0]),
  1090. normalize(INV_VIEW_MATRIX[1]),
  1091. normalize(INV_VIEW_MATRIX[2]),
  1092. MODEL_MATRIX[3]);
  1093. mat_world = mat_world * mat4(
  1094. vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
  1095. vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
  1096. vec4(0.0, 0.0, 1.0, 0.0),
  1097. vec4(0.0, 0.0, 0.0, 1.0));
  1098. )";
  1099. // Set modelview.
  1100. code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
  1101. if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
  1102. code += R"(
  1103. // Billboard Keep Scale: Enabled
  1104. MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
  1105. vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
  1106. vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
  1107. vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
  1108. vec4(0.0, 0.0, 0.0, 1.0));
  1109. )";
  1110. }
  1111. // Set modelview normal and handle animation.
  1112. code += R"(
  1113. MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
  1114. float h_frames = float(particles_anim_h_frames);
  1115. float v_frames = float(particles_anim_v_frames);
  1116. float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);
  1117. float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));
  1118. if (!particles_anim_loop) {
  1119. particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);
  1120. } else {
  1121. particle_frame = mod(particle_frame, particle_total_frames);
  1122. }
  1123. UV /= vec2(h_frames, v_frames);
  1124. UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);
  1125. )";
  1126. } break;
  1127. case BILLBOARD_MAX:
  1128. break; // Internal value, skip.
  1129. }
  1130. if (flags[FLAG_FIXED_SIZE]) {
  1131. code += R"(
  1132. // Fixed Size: Enabled
  1133. if (PROJECTION_MATRIX[3][3] != 0.0) {
  1134. // Orthogonal matrix; try to do about the same with viewport size.
  1135. float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));
  1136. // Consistent with vertical FOV (Keep Height).
  1137. float sc = (h * 2.0);
  1138. MODELVIEW_MATRIX[0] *= sc;
  1139. MODELVIEW_MATRIX[1] *= sc;
  1140. MODELVIEW_MATRIX[2] *= sc;
  1141. } else {
  1142. // Scale by depth.
  1143. float sc = -(MODELVIEW_MATRIX)[3].z;
  1144. MODELVIEW_MATRIX[0] *= sc;
  1145. MODELVIEW_MATRIX[1] *= sc;
  1146. MODELVIEW_MATRIX[2] *= sc;
  1147. }
  1148. )";
  1149. }
  1150. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  1151. // Generate tangent and binormal in world space.
  1152. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1153. code += R"(
  1154. vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;
  1155. )";
  1156. } else {
  1157. code += R"(
  1158. vec3 normal = NORMAL;
  1159. )";
  1160. }
  1161. code += R"(
  1162. TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x);
  1163. TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y);
  1164. TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z);
  1165. )";
  1166. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1167. code += " TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);\n";
  1168. } else {
  1169. code += " TANGENT = normalize(TANGENT);\n";
  1170. }
  1171. code += R"(
  1172. BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x);
  1173. BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y);
  1174. BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z);
  1175. )";
  1176. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1177. code += " BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);\n";
  1178. } else {
  1179. code += " BINORMAL = normalize(BINORMAL);\n";
  1180. }
  1181. }
  1182. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1183. if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
  1184. code += R"(
  1185. // UV1 Triplanar: Enabled (with World Triplanar)
  1186. uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness));
  1187. uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset;
  1188. )";
  1189. } else {
  1190. code += R"(
  1191. // UV1 Triplanar: Enabled
  1192. uv1_power_normal = pow(abs(NORMAL), vec3(uv1_blend_sharpness));
  1193. uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;
  1194. )";
  1195. }
  1196. code += R"( uv1_power_normal /= dot(uv1_power_normal, vec3(1.0));
  1197. uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0);
  1198. )";
  1199. }
  1200. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1201. if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
  1202. code += R"(
  1203. // UV2 Triplanar: Enabled (with World Triplanar)
  1204. uv2_power_normal = pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));
  1205. uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv2_scale + uv2_offset;
  1206. )";
  1207. } else {
  1208. code += R"(
  1209. // UV2 Triplanar: Enabled
  1210. uv2_power_normal = pow(abs(NORMAL), vec3(uv2_blend_sharpness));
  1211. uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;
  1212. )";
  1213. }
  1214. code += R"( uv2_power_normal /= dot(uv2_power_normal, vec3(1.0));
  1215. uv2_triplanar_pos *= vec3(1.0, -1.0, 1.0);
  1216. )";
  1217. }
  1218. if (grow_enabled) {
  1219. code += R"(
  1220. // Grow: Enabled
  1221. VERTEX += NORMAL * grow;
  1222. )";
  1223. }
  1224. code += "}\n";
  1225. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1226. code += R"(
  1227. float msdf_median(float r, float g, float b, float a) {
  1228. return min(max(min(r, g), min(max(r, g), b)), a);
  1229. }
  1230. )";
  1231. }
  1232. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  1233. code += R"(
  1234. vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
  1235. vec4 samp = vec4(0.0);
  1236. samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
  1237. samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
  1238. samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
  1239. return samp;
  1240. }
  1241. )";
  1242. }
  1243. // Generate fragment shader.
  1244. code += R"(
  1245. void fragment() {)";
  1246. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  1247. code += R"(
  1248. vec2 base_uv = UV;
  1249. )";
  1250. }
  1251. 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])) {
  1252. // Don't add a newline if the UV assignment above is already performed,
  1253. // so that UV1 and UV2 are closer to each other.
  1254. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1255. code += "\n";
  1256. }
  1257. code += R"( vec2 base_uv2 = UV2;
  1258. )";
  1259. }
  1260. if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
  1261. // Display both resource name and albedo texture name.
  1262. // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
  1263. // On the other hand, albedo textures are almost always external to the scene.
  1264. if (textures[TEXTURE_ALBEDO].is_valid()) {
  1265. WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path()));
  1266. } else if (!get_path().is_empty()) {
  1267. WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
  1268. } else {
  1269. // Resource wasn't saved yet.
  1270. WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
  1271. }
  1272. }
  1273. // Heightmapping isn't supported at the same time as triplanar mapping.
  1274. if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1275. // Binormal is negative due to mikktspace. Flipping it "unflips" it.
  1276. code += R"(
  1277. {
  1278. // Height: Enabled
  1279. vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));
  1280. )";
  1281. if (deep_parallax) {
  1282. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
  1283. code += R"(
  1284. // Height Deep Parallax: Enabled
  1285. float num_layers = mix(float(heightmap_max_layers), float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));
  1286. float layer_depth = 1.0 / num_layers;
  1287. float current_layer_depth = 0.0;
  1288. vec2 p = view_dir.xy * heightmap_scale * 0.01;
  1289. vec2 delta = p / num_layers;
  1290. vec2 ofs = base_uv;
  1291. )";
  1292. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1293. code += " float depth = texture(texture_heightmap, ofs).r;\n";
  1294. } else {
  1295. code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  1296. }
  1297. code += R"(
  1298. float current_depth = 0.0;
  1299. while (current_depth < depth) {
  1300. ofs -= delta;
  1301. )";
  1302. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1303. code += " depth = texture(texture_heightmap, ofs).r;\n";
  1304. } else {
  1305. code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
  1306. }
  1307. code += R"(
  1308. current_depth += layer_depth;
  1309. }
  1310. vec2 prev_ofs = ofs + delta;
  1311. float after_depth = depth - current_depth;
  1312. )";
  1313. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1314. code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
  1315. } else {
  1316. code += " float before_depth = (1.0 - texture(texture_heightmap, prev_ofs).r) - current_depth + layer_depth;\n";
  1317. }
  1318. code += R"(
  1319. float weight = after_depth / (after_depth - before_depth);
  1320. ofs = mix(ofs, prev_ofs, weight);
  1321. )";
  1322. } else {
  1323. if (flags[FLAG_INVERT_HEIGHTMAP]) {
  1324. code += " float depth = texture(texture_heightmap, base_uv).r;\n";
  1325. } else {
  1326. code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
  1327. }
  1328. // Use offset limiting to improve the appearance of non-deep parallax.
  1329. // This reduces the impression of depth, but avoids visible warping in the distance.
  1330. // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
  1331. code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
  1332. }
  1333. code += " base_uv = ofs;\n";
  1334. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  1335. code += " base_uv2 -= ofs;\n";
  1336. }
  1337. code += " }\n";
  1338. }
  1339. if (flags[FLAG_USE_POINT_SIZE]) {
  1340. code += R"(
  1341. // Use Point Size: Enabled
  1342. vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
  1343. )";
  1344. } else {
  1345. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1346. code += R"(
  1347. vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos);
  1348. )";
  1349. } else {
  1350. code += R"(
  1351. vec4 albedo_tex = texture(texture_albedo, base_uv);
  1352. )";
  1353. }
  1354. }
  1355. if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  1356. code += R"(
  1357. {
  1358. // Albedo Texture MSDF: Enabled
  1359. albedo_tex.rgb = mix(
  1360. vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055),
  1361. vec3(12.92) * albedo_tex.rgb,
  1362. lessThan(albedo_tex.rgb, vec3(0.0031308)));
  1363. vec2 msdf_size = vec2(msdf_pixel_range) / vec2(albedo_texture_size);
  1364. )";
  1365. if (flags[FLAG_USE_POINT_SIZE]) {
  1366. code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
  1367. } else {
  1368. code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
  1369. }
  1370. code += R"(
  1371. float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);
  1372. float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;
  1373. if (msdf_outline_size > 0.0) {
  1374. float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;
  1375. albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);
  1376. } else {
  1377. albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);
  1378. }
  1379. albedo_tex.rgb = vec3(1.0);
  1380. }
  1381. )";
  1382. } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
  1383. code += R"(
  1384. // Albedo Texture Force sRGB: Enabled
  1385. albedo_tex.rgb = mix(
  1386. pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)),
  1387. albedo_tex.rgb.rgb * (1.0 / 12.92),
  1388. lessThan(albedo_tex.rgb, vec3(0.04045)));
  1389. )";
  1390. }
  1391. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  1392. code += R"(
  1393. // Vertex Color Use as Albedo: Enabled
  1394. albedo_tex *= COLOR;
  1395. )";
  1396. }
  1397. code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  1398. if (!orm) {
  1399. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1400. code += R"(
  1401. float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), metallic_texture_channel);
  1402. )";
  1403. } else {
  1404. code += R"(
  1405. float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
  1406. )";
  1407. }
  1408. code += R"( METALLIC = metallic_tex * metallic;
  1409. SPECULAR = specular;
  1410. )";
  1411. switch (roughness_texture_channel) {
  1412. case TEXTURE_CHANNEL_RED: {
  1413. code += R"(
  1414. vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
  1415. )";
  1416. } break;
  1417. case TEXTURE_CHANNEL_GREEN: {
  1418. code += R"(
  1419. vec4 roughness_texture_channel = vec4(0.0, 1.0, 0.0, 0.0);
  1420. )";
  1421. } break;
  1422. case TEXTURE_CHANNEL_BLUE: {
  1423. code += R"(
  1424. vec4 roughness_texture_channel = vec4(0.0, 0.0, 1.0, 0.0);
  1425. )";
  1426. } break;
  1427. case TEXTURE_CHANNEL_ALPHA: {
  1428. code += R"(
  1429. vec4 roughness_texture_channel = vec4(0.0, 0.0, 0.0, 1.0);
  1430. )";
  1431. } break;
  1432. case TEXTURE_CHANNEL_GRAYSCALE: {
  1433. code += R"(
  1434. vec4 roughness_texture_channel = vec4(0.333333, 0.333333, 0.333333, 0.0);
  1435. )";
  1436. } break;
  1437. case TEXTURE_CHANNEL_MAX:
  1438. break; // Internal value, skip.
  1439. }
  1440. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1441. code += " float roughness_tex = dot(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel);\n";
  1442. } else {
  1443. code += " float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);\n";
  1444. }
  1445. code += R"( ROUGHNESS = roughness_tex * roughness;
  1446. )";
  1447. } else {
  1448. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1449. code += R"(
  1450. vec4 orm_tex = triplanar_texture(texture_orm, uv1_power_normal, uv1_triplanar_pos);
  1451. )";
  1452. } else {
  1453. code += R"(
  1454. vec4 orm_tex = texture(texture_orm, base_uv);
  1455. )";
  1456. }
  1457. code += R"( ROUGHNESS = orm_tex.g;
  1458. METALLIC = orm_tex.b;
  1459. )";
  1460. }
  1461. if (features[FEATURE_NORMAL_MAPPING]) {
  1462. code += R"(
  1463. // Normal Map: Enabled
  1464. )";
  1465. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1466. code += " NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
  1467. } else {
  1468. code += " NORMAL_MAP = texture(texture_normal, base_uv).rgb;\n";
  1469. }
  1470. code += " NORMAL_MAP_DEPTH = normal_scale;\n";
  1471. }
  1472. if (features[FEATURE_BENT_NORMAL_MAPPING]) {
  1473. code += R"(
  1474. // Bent Normal Map: Enabled
  1475. BENT_NORMAL_MAP = texture(texture_bent_normal, base_uv).rgb;
  1476. )";
  1477. }
  1478. if (features[FEATURE_EMISSION]) {
  1479. code += R"(
  1480. // Emission: Enabled
  1481. )";
  1482. if (flags[FLAG_EMISSION_ON_UV2]) {
  1483. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1484. code += " vec3 emission_tex = triplanar_texture(texture_emission, uv2_power_normal, uv2_triplanar_pos).rgb;\n";
  1485. } else {
  1486. code += " vec3 emission_tex = texture(texture_emission, base_uv2).rgb;\n";
  1487. }
  1488. } else {
  1489. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1490. code += " vec3 emission_tex = triplanar_texture(texture_emission, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
  1491. } else {
  1492. code += " vec3 emission_tex = texture(texture_emission, base_uv).rgb;\n";
  1493. }
  1494. }
  1495. if (emission_op == EMISSION_OP_ADD) {
  1496. code += R"( // Emission Operator: Add
  1497. EMISSION = (emission.rgb + emission_tex) * emission_energy;
  1498. )";
  1499. } else {
  1500. code += R"( // Emission Operator: Multiply
  1501. EMISSION = (emission.rgb * emission_tex) * emission_energy;
  1502. )";
  1503. }
  1504. }
  1505. if (features[FEATURE_REFRACTION]) {
  1506. if (features[FEATURE_NORMAL_MAPPING]) {
  1507. code += R"(
  1508. // Refraction: Enabled (with normal map texture)
  1509. vec3 unpacked_normal = NORMAL_MAP;
  1510. unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
  1511. unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
  1512. vec3 ref_normal = normalize(mix(
  1513. NORMAL,
  1514. TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,
  1515. NORMAL_MAP_DEPTH));
  1516. )";
  1517. } else {
  1518. code += R"(
  1519. // Refraction: Enabled
  1520. vec3 ref_normal = NORMAL;
  1521. )";
  1522. }
  1523. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1524. code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction, uv1_power_normal, uv1_triplanar_pos), refraction_texture_channel) * refraction;\n";
  1525. } else {
  1526. code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, base_uv), refraction_texture_channel) * refraction;\n";
  1527. }
  1528. code += R"(
  1529. float ref_amount = 1.0 - albedo.a * albedo_tex.a;
  1530. float refraction_depth_tex = textureLod(depth_texture, ref_ofs, 0.0).r;
  1531. vec4 refraction_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, refraction_depth_tex, 1.0);
  1532. refraction_view_pos.xyz /= refraction_view_pos.w;
  1533. // If the depth buffer is lower then the model's Z position, use the refracted UV, otherwise use the normal screen UV.
  1534. // At low depth differences, decrease refraction intensity to avoid sudden discontinuities.
  1535. EMISSION += textureLod(screen_texture, mix(SCREEN_UV, ref_ofs, smoothstep(0.0, 1.0, VERTEX.z - refraction_view_pos.z)), ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;
  1536. ALBEDO *= 1.0 - ref_amount;
  1537. // Force transparency on the material (required for refraction).
  1538. ALPHA = 1.0;
  1539. )";
  1540. } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
  1541. code += " ALPHA *= albedo.a * albedo_tex.a;\n";
  1542. }
  1543. if (transparency == TRANSPARENCY_ALPHA_HASH) {
  1544. code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
  1545. } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
  1546. code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
  1547. }
  1548. if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
  1549. code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
  1550. code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
  1551. }
  1552. if (proximity_fade_enabled) {
  1553. code += R"(
  1554. // Proximity Fade: Enabled
  1555. float proximity_depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
  1556. vec4 proximity_view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, proximity_depth_tex, 1.0);
  1557. proximity_view_pos.xyz /= proximity_view_pos.w;
  1558. ALPHA *= clamp(1.0 - smoothstep(proximity_view_pos.z + proximity_fade_distance, proximity_view_pos.z, VERTEX.z), 0.0, 1.0);
  1559. )";
  1560. }
  1561. if (distance_fade != DISTANCE_FADE_DISABLED) {
  1562. // Use the slightly more expensive circular fade (distance to the object) instead of linear
  1563. // (Z distance), so that the fade is always the same regardless of the camera angle.
  1564. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
  1565. code += "\n {";
  1566. if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
  1567. code += R"(
  1568. // Distance Fade: Object Dither
  1569. float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
  1570. )";
  1571. } else {
  1572. code += R"(
  1573. // Distance Fade: Pixel Dither
  1574. float fade_distance = length(VERTEX);
  1575. )";
  1576. }
  1577. code += R"(
  1578. // Use interleaved gradient noise, which is fast but still looks good.
  1579. const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
  1580. float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
  1581. // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
  1582. if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {
  1583. discard;
  1584. }
  1585. }
  1586. )";
  1587. } else {
  1588. code += R"(
  1589. // Distance Fade: Pixel Alpha
  1590. ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);
  1591. )";
  1592. }
  1593. }
  1594. if (features[FEATURE_RIM]) {
  1595. code += R"(
  1596. // Rim: Enabled
  1597. )";
  1598. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1599. code += " vec2 rim_tex = triplanar_texture(texture_rim, uv1_power_normal, uv1_triplanar_pos).xy;\n";
  1600. } else {
  1601. code += " vec2 rim_tex = texture(texture_rim, base_uv).xy;\n";
  1602. }
  1603. code += R"( RIM = rim * rim_tex.x;
  1604. RIM_TINT = rim_tint * rim_tex.y;
  1605. )";
  1606. }
  1607. if (features[FEATURE_CLEARCOAT]) {
  1608. code += R"(
  1609. // Clearcoat: Enabled
  1610. )";
  1611. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1612. code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat, uv1_power_normal, uv1_triplanar_pos).xy;\n";
  1613. } else {
  1614. code += " vec2 clearcoat_tex = texture(texture_clearcoat, base_uv).xy;\n";
  1615. }
  1616. code += R"( CLEARCOAT = clearcoat * clearcoat_tex.x;
  1617. CLEARCOAT_ROUGHNESS = clearcoat_roughness * clearcoat_tex.y;
  1618. )";
  1619. }
  1620. if (features[FEATURE_ANISOTROPY]) {
  1621. code += R"(
  1622. // Anisotropy: Enabled
  1623. )";
  1624. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1625. code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap, uv1_power_normal, uv1_triplanar_pos).rga;\n";
  1626. } else {
  1627. code += " vec3 anisotropy_tex = texture(texture_flowmap, base_uv).rga;\n";
  1628. }
  1629. code += R"( ANISOTROPY = anisotropy_ratio * anisotropy_tex.b;
  1630. ANISOTROPY_FLOW = anisotropy_tex.rg * 2.0 - 1.0;
  1631. )";
  1632. }
  1633. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  1634. code += R"(
  1635. // Ambient Occlusion: Enabled
  1636. )";
  1637. if (!orm) {
  1638. if (flags[FLAG_AO_ON_UV2]) {
  1639. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  1640. code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv2_power_normal, uv2_triplanar_pos), ao_texture_channel);\n";
  1641. } else {
  1642. code += " AO = dot(texture(texture_ambient_occlusion, base_uv2), ao_texture_channel);\n";
  1643. }
  1644. } else {
  1645. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1646. code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv1_power_normal, uv1_triplanar_pos), ao_texture_channel);\n";
  1647. } else {
  1648. code += " AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);\n";
  1649. }
  1650. }
  1651. } else {
  1652. code += " AO = orm_tex.r;\n";
  1653. }
  1654. code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
  1655. }
  1656. if (features[FEATURE_SUBSURFACE_SCATTERING]) {
  1657. code += R"(
  1658. // Subsurface Scattering: Enabled
  1659. )";
  1660. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1661. code += " float sss_tex = triplanar_texture(texture_subsurface_scattering, uv1_power_normal, uv1_triplanar_pos).r;\n";
  1662. } else {
  1663. code += " float sss_tex = texture(texture_subsurface_scattering, base_uv).r;\n";
  1664. }
  1665. code += " SSS_STRENGTH = subsurface_scattering_strength * sss_tex;\n";
  1666. }
  1667. if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
  1668. code += R"(
  1669. // Subsurface Scattering Transmittance: Enabled
  1670. )";
  1671. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1672. code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance, uv1_power_normal, uv1_triplanar_pos);\n";
  1673. } else {
  1674. code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv);\n";
  1675. }
  1676. code += " SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex;\n";
  1677. code += R"( SSS_TRANSMITTANCE_DEPTH = transmittance_depth;
  1678. SSS_TRANSMITTANCE_BOOST = transmittance_boost;
  1679. )";
  1680. }
  1681. if (features[FEATURE_BACKLIGHT]) {
  1682. code += R"(
  1683. // Backlight: Enabled
  1684. )";
  1685. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1686. code += " vec3 backlight_tex = triplanar_texture(texture_backlight, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
  1687. } else {
  1688. code += " vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;\n";
  1689. }
  1690. code += " BACKLIGHT = (backlight.rgb + backlight_tex);\n";
  1691. }
  1692. if (features[FEATURE_DETAIL]) {
  1693. code += R"(
  1694. // Detail: Enabled
  1695. )";
  1696. const bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  1697. if (triplanar) {
  1698. const String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  1699. code += vformat(R"( vec4 detail_tex = triplanar_texture(texture_detail_albedo, %s_power_normal, %s_triplanar_pos);
  1700. vec4 detail_norm_tex = triplanar_texture(texture_detail_normal, %s_power_normal, %s_triplanar_pos);
  1701. )",
  1702. tp_uv, tp_uv, tp_uv, tp_uv);
  1703. } else {
  1704. const String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  1705. code += vformat(R"( vec4 detail_tex = texture(texture_detail_albedo, %s);
  1706. vec4 detail_norm_tex = texture(texture_detail_normal, %s);
  1707. )",
  1708. det_uv, det_uv);
  1709. }
  1710. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  1711. code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask, uv1_power_normal, uv1_triplanar_pos);\n";
  1712. } else {
  1713. code += " vec4 detail_mask_tex = texture(texture_detail_mask, base_uv);\n";
  1714. }
  1715. switch (detail_blend_mode) {
  1716. case BLEND_MODE_MIX: {
  1717. code += R"(
  1718. // Detail Blend Mode: Mix
  1719. vec3 detail = mix(ALBEDO.rgb, detail_tex.rgb, detail_tex.a);
  1720. )";
  1721. } break;
  1722. case BLEND_MODE_ADD: {
  1723. code += R"(
  1724. // Detail Blend Mode: Add
  1725. vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb + detail_tex.rgb, detail_tex.a);
  1726. )";
  1727. } break;
  1728. case BLEND_MODE_SUB: {
  1729. code += R"(
  1730. // Detail Blend Mode: Subtract
  1731. vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb - detail_tex.rgb, detail_tex.a);
  1732. )";
  1733. } break;
  1734. case BLEND_MODE_MUL: {
  1735. code += R"(
  1736. // Detail Blend Mode: Multiply
  1737. vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb * detail_tex.rgb, detail_tex.a);
  1738. )";
  1739. } break;
  1740. case BLEND_MODE_PREMULT_ALPHA: {
  1741. // This is unlikely to ever be used for detail textures, and in order for it to function in the editor, another bit must be used in MaterialKey,
  1742. // but there are only 5 bits left, so I'm going to leave this disabled unless it's actually requested.
  1743. //code += "\tvec3 detail = (1.0-detail_tex.a)*ALBEDO.rgb+detail_tex.rgb;\n";
  1744. } break;
  1745. case BLEND_MODE_MAX:
  1746. break; // Internal value, skip.
  1747. }
  1748. code += R"( vec3 detail_norm = mix(NORMAL_MAP, detail_norm_tex.rgb, detail_tex.a);
  1749. NORMAL_MAP = mix(NORMAL_MAP, detail_norm, detail_mask_tex.r);
  1750. ALBEDO.rgb = mix(ALBEDO.rgb, detail, detail_mask_tex.r);
  1751. )";
  1752. }
  1753. code += "}\n";
  1754. // We must create the shader outside the shader_map_mutex to avoid potential deadlocks with
  1755. // other tasks in the WorkerThreadPool simultaneously creating materials, which
  1756. // may also hold the shared shader_map_mutex lock.
  1757. RID new_shader = RS::get_singleton()->shader_create_from_code(code);
  1758. MutexLock lock(shader_map_mutex);
  1759. ShaderData *v = shader_map.getptr(mk);
  1760. if (unlikely(v)) {
  1761. // We raced and managed to create the same key concurrently, so we'll free the shader we just created,
  1762. // given we know it isn't used, and use the winner.
  1763. RS::get_singleton()->free(new_shader);
  1764. } else {
  1765. ShaderData shader_data;
  1766. shader_data.shader = new_shader;
  1767. // ShaderData will be inserted with a users count of 0, but we
  1768. // increment unconditionally outside this if block, whilst still under lock.
  1769. v = &shader_map.insert(mk, shader_data)->value;
  1770. }
  1771. shader_rid = v->shader;
  1772. v->users++;
  1773. if (_get_material().is_valid()) {
  1774. RS::get_singleton()->material_set_shader(_get_material(), shader_rid);
  1775. }
  1776. }
  1777. void BaseMaterial3D::_check_material_rid() {
  1778. MutexLock lock(material_rid_mutex);
  1779. if (_get_material().is_null()) {
  1780. RID next_pass_rid;
  1781. if (get_next_pass().is_valid()) {
  1782. next_pass_rid = get_next_pass()->get_rid();
  1783. }
  1784. _set_material(RS::get_singleton()->material_create_from_shader(next_pass_rid, get_render_priority(), shader_rid));
  1785. for (KeyValue<StringName, Variant> param : pending_params) {
  1786. RS::get_singleton()->material_set_param(_get_material(), param.key, param.value);
  1787. }
  1788. pending_params.clear();
  1789. }
  1790. }
  1791. void BaseMaterial3D::flush_changes() {
  1792. SelfList<BaseMaterial3D>::List copy;
  1793. {
  1794. MutexLock lock(material_mutex);
  1795. while (SelfList<BaseMaterial3D> *E = dirty_materials.first()) {
  1796. dirty_materials.remove(E);
  1797. copy.add(E);
  1798. }
  1799. }
  1800. while (SelfList<BaseMaterial3D> *E = copy.first()) {
  1801. E->self()->_update_shader();
  1802. copy.remove(E);
  1803. }
  1804. }
  1805. void BaseMaterial3D::_queue_shader_change() {
  1806. if (!_is_initialized()) {
  1807. return;
  1808. }
  1809. MutexLock lock(material_mutex);
  1810. if (!element.in_list()) {
  1811. dirty_materials.add(&element);
  1812. }
  1813. }
  1814. void BaseMaterial3D::_material_set_param(const StringName &p_name, const Variant &p_value) {
  1815. if (_get_material().is_valid()) {
  1816. RS::get_singleton()->material_set_param(_get_material(), p_name, p_value);
  1817. } else {
  1818. pending_params[p_name] = p_value;
  1819. }
  1820. }
  1821. void BaseMaterial3D::set_albedo(const Color &p_albedo) {
  1822. albedo = p_albedo;
  1823. _material_set_param(shader_names->albedo, p_albedo);
  1824. }
  1825. Color BaseMaterial3D::get_albedo() const {
  1826. return albedo;
  1827. }
  1828. void BaseMaterial3D::set_specular(float p_specular) {
  1829. specular = p_specular;
  1830. _material_set_param(shader_names->specular, p_specular);
  1831. }
  1832. float BaseMaterial3D::get_specular() const {
  1833. return specular;
  1834. }
  1835. void BaseMaterial3D::set_roughness(float p_roughness) {
  1836. roughness = p_roughness;
  1837. _material_set_param(shader_names->roughness, p_roughness);
  1838. }
  1839. float BaseMaterial3D::get_roughness() const {
  1840. return roughness;
  1841. }
  1842. void BaseMaterial3D::set_metallic(float p_metallic) {
  1843. metallic = p_metallic;
  1844. _material_set_param(shader_names->metallic, p_metallic);
  1845. }
  1846. float BaseMaterial3D::get_metallic() const {
  1847. return metallic;
  1848. }
  1849. void BaseMaterial3D::set_emission(const Color &p_emission) {
  1850. emission = p_emission;
  1851. _material_set_param(shader_names->emission, p_emission);
  1852. }
  1853. Color BaseMaterial3D::get_emission() const {
  1854. return emission;
  1855. }
  1856. void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
  1857. emission_energy_multiplier = p_emission_energy_multiplier;
  1858. if (GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units")) {
  1859. _material_set_param(shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
  1860. } else {
  1861. _material_set_param(shader_names->emission_energy, p_emission_energy_multiplier);
  1862. }
  1863. }
  1864. float BaseMaterial3D::get_emission_energy_multiplier() const {
  1865. return emission_energy_multiplier;
  1866. }
  1867. void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
  1868. ERR_FAIL_COND_EDMSG(!GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
  1869. emission_intensity = p_emission_intensity;
  1870. _material_set_param(shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
  1871. }
  1872. float BaseMaterial3D::get_emission_intensity() const {
  1873. return emission_intensity;
  1874. }
  1875. void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
  1876. normal_scale = p_normal_scale;
  1877. _material_set_param(shader_names->normal_scale, p_normal_scale);
  1878. }
  1879. float BaseMaterial3D::get_normal_scale() const {
  1880. return normal_scale;
  1881. }
  1882. void BaseMaterial3D::set_rim(float p_rim) {
  1883. rim = p_rim;
  1884. _material_set_param(shader_names->rim, p_rim);
  1885. }
  1886. float BaseMaterial3D::get_rim() const {
  1887. return rim;
  1888. }
  1889. void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
  1890. rim_tint = p_rim_tint;
  1891. _material_set_param(shader_names->rim_tint, p_rim_tint);
  1892. }
  1893. float BaseMaterial3D::get_rim_tint() const {
  1894. return rim_tint;
  1895. }
  1896. void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {
  1897. ao_light_affect = p_ao_light_affect;
  1898. _material_set_param(shader_names->ao_light_affect, p_ao_light_affect);
  1899. }
  1900. float BaseMaterial3D::get_ao_light_affect() const {
  1901. return ao_light_affect;
  1902. }
  1903. void BaseMaterial3D::set_clearcoat(float p_clearcoat) {
  1904. clearcoat = p_clearcoat;
  1905. _material_set_param(shader_names->clearcoat, p_clearcoat);
  1906. }
  1907. float BaseMaterial3D::get_clearcoat() const {
  1908. return clearcoat;
  1909. }
  1910. void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
  1911. clearcoat_roughness = p_clearcoat_roughness;
  1912. _material_set_param(shader_names->clearcoat_roughness, p_clearcoat_roughness);
  1913. }
  1914. float BaseMaterial3D::get_clearcoat_roughness() const {
  1915. return clearcoat_roughness;
  1916. }
  1917. void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
  1918. anisotropy = p_anisotropy;
  1919. _material_set_param(shader_names->anisotropy, p_anisotropy);
  1920. }
  1921. float BaseMaterial3D::get_anisotropy() const {
  1922. return anisotropy;
  1923. }
  1924. void BaseMaterial3D::set_heightmap_scale(float p_heightmap_scale) {
  1925. heightmap_scale = p_heightmap_scale;
  1926. _material_set_param(shader_names->heightmap_scale, p_heightmap_scale);
  1927. }
  1928. float BaseMaterial3D::get_heightmap_scale() const {
  1929. return heightmap_scale;
  1930. }
  1931. void BaseMaterial3D::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  1932. subsurface_scattering_strength = p_subsurface_scattering_strength;
  1933. _material_set_param(shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  1934. }
  1935. float BaseMaterial3D::get_subsurface_scattering_strength() const {
  1936. return subsurface_scattering_strength;
  1937. }
  1938. void BaseMaterial3D::set_transmittance_color(const Color &p_color) {
  1939. transmittance_color = p_color;
  1940. _material_set_param(shader_names->transmittance_color, p_color);
  1941. }
  1942. Color BaseMaterial3D::get_transmittance_color() const {
  1943. return transmittance_color;
  1944. }
  1945. void BaseMaterial3D::set_transmittance_depth(float p_depth) {
  1946. transmittance_depth = p_depth;
  1947. _material_set_param(shader_names->transmittance_depth, p_depth);
  1948. }
  1949. float BaseMaterial3D::get_transmittance_depth() const {
  1950. return transmittance_depth;
  1951. }
  1952. void BaseMaterial3D::set_transmittance_boost(float p_boost) {
  1953. transmittance_boost = p_boost;
  1954. _material_set_param(shader_names->transmittance_boost, p_boost);
  1955. }
  1956. float BaseMaterial3D::get_transmittance_boost() const {
  1957. return transmittance_boost;
  1958. }
  1959. void BaseMaterial3D::set_backlight(const Color &p_backlight) {
  1960. backlight = p_backlight;
  1961. _material_set_param(shader_names->backlight, backlight);
  1962. }
  1963. Color BaseMaterial3D::get_backlight() const {
  1964. return backlight;
  1965. }
  1966. void BaseMaterial3D::set_refraction(float p_refraction) {
  1967. refraction = p_refraction;
  1968. _material_set_param(shader_names->refraction, refraction);
  1969. }
  1970. float BaseMaterial3D::get_refraction() const {
  1971. return refraction;
  1972. }
  1973. void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
  1974. if (detail_uv == p_detail_uv) {
  1975. return;
  1976. }
  1977. detail_uv = p_detail_uv;
  1978. _queue_shader_change();
  1979. }
  1980. BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
  1981. return detail_uv;
  1982. }
  1983. void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
  1984. if (blend_mode == p_mode) {
  1985. return;
  1986. }
  1987. blend_mode = p_mode;
  1988. _queue_shader_change();
  1989. }
  1990. BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
  1991. return blend_mode;
  1992. }
  1993. void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
  1994. detail_blend_mode = p_mode;
  1995. _queue_shader_change();
  1996. }
  1997. BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
  1998. return detail_blend_mode;
  1999. }
  2000. void BaseMaterial3D::set_transparency(Transparency p_transparency) {
  2001. if (transparency == p_transparency) {
  2002. return;
  2003. }
  2004. transparency = p_transparency;
  2005. _queue_shader_change();
  2006. notify_property_list_changed();
  2007. }
  2008. BaseMaterial3D::Transparency BaseMaterial3D::get_transparency() const {
  2009. return transparency;
  2010. }
  2011. void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
  2012. if (alpha_antialiasing_mode == p_alpha_aa) {
  2013. return;
  2014. }
  2015. alpha_antialiasing_mode = p_alpha_aa;
  2016. _queue_shader_change();
  2017. notify_property_list_changed();
  2018. }
  2019. BaseMaterial3D::AlphaAntiAliasing BaseMaterial3D::get_alpha_antialiasing() const {
  2020. return alpha_antialiasing_mode;
  2021. }
  2022. void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
  2023. if (shading_mode == p_shading_mode) {
  2024. return;
  2025. }
  2026. shading_mode = p_shading_mode;
  2027. _queue_shader_change();
  2028. notify_property_list_changed();
  2029. }
  2030. BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
  2031. return shading_mode;
  2032. }
  2033. void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
  2034. if (depth_draw_mode == p_mode) {
  2035. return;
  2036. }
  2037. depth_draw_mode = p_mode;
  2038. _queue_shader_change();
  2039. }
  2040. BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
  2041. return depth_draw_mode;
  2042. }
  2043. void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
  2044. if (cull_mode == p_mode) {
  2045. return;
  2046. }
  2047. cull_mode = p_mode;
  2048. _queue_shader_change();
  2049. }
  2050. BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
  2051. return cull_mode;
  2052. }
  2053. void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
  2054. if (diffuse_mode == p_mode) {
  2055. return;
  2056. }
  2057. diffuse_mode = p_mode;
  2058. _queue_shader_change();
  2059. }
  2060. BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
  2061. return diffuse_mode;
  2062. }
  2063. void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
  2064. if (specular_mode == p_mode) {
  2065. return;
  2066. }
  2067. specular_mode = p_mode;
  2068. _queue_shader_change();
  2069. }
  2070. BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
  2071. return specular_mode;
  2072. }
  2073. void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
  2074. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  2075. if (flags[p_flag] == p_enabled) {
  2076. return;
  2077. }
  2078. flags[p_flag] = p_enabled;
  2079. if (
  2080. p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
  2081. p_flag == FLAG_USE_TEXTURE_REPEAT ||
  2082. p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
  2083. p_flag == FLAG_USE_POINT_SIZE ||
  2084. p_flag == FLAG_UV1_USE_TRIPLANAR ||
  2085. p_flag == FLAG_UV2_USE_TRIPLANAR) {
  2086. notify_property_list_changed();
  2087. }
  2088. if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
  2089. update_configuration_warning();
  2090. }
  2091. _queue_shader_change();
  2092. }
  2093. bool BaseMaterial3D::get_flag(Flags p_flag) const {
  2094. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  2095. return flags[p_flag];
  2096. }
  2097. void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
  2098. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  2099. if (features[p_feature] == p_enabled) {
  2100. return;
  2101. }
  2102. features[p_feature] = p_enabled;
  2103. notify_property_list_changed();
  2104. _queue_shader_change();
  2105. }
  2106. bool BaseMaterial3D::get_feature(Feature p_feature) const {
  2107. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  2108. return features[p_feature];
  2109. }
  2110. void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
  2111. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  2112. textures[p_param] = p_texture;
  2113. Variant rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
  2114. _material_set_param(shader_names->texture_names[p_param], rid);
  2115. if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
  2116. _material_set_param(shader_names->albedo_texture_size, Vector2i(p_texture->get_width(), p_texture->get_height()));
  2117. }
  2118. notify_property_list_changed();
  2119. _queue_shader_change();
  2120. }
  2121. Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
  2122. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
  2123. return textures[p_param];
  2124. }
  2125. Ref<Texture2D> BaseMaterial3D::get_texture_by_name(const StringName &p_name) const {
  2126. for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
  2127. TextureParam param = TextureParam(i);
  2128. if (p_name == shader_names->texture_names[param]) {
  2129. return textures[param];
  2130. }
  2131. }
  2132. return Ref<Texture2D>();
  2133. }
  2134. void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
  2135. texture_filter = p_filter;
  2136. _queue_shader_change();
  2137. }
  2138. BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
  2139. return texture_filter;
  2140. }
  2141. void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  2142. if (!features[feature] && property.name.begins_with(text) && !property.name.ends_with("_enabled")) {
  2143. property.usage = PROPERTY_USAGE_NO_EDITOR;
  2144. }
  2145. }
  2146. void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
  2147. _validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
  2148. _validate_feature("bent_normal", FEATURE_BENT_NORMAL_MAPPING, p_property);
  2149. _validate_feature("emission", FEATURE_EMISSION, p_property);
  2150. _validate_feature("rim", FEATURE_RIM, p_property);
  2151. _validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
  2152. _validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
  2153. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
  2154. _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
  2155. _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
  2156. _validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
  2157. _validate_feature("refraction", FEATURE_REFRACTION, p_property);
  2158. _validate_feature("detail", FEATURE_DETAIL, p_property);
  2159. if (p_property.name == "emission_intensity" && !GLOBAL_GET_CACHED(bool, "rendering/lights_and_shadows/use_physical_light_units")) {
  2160. p_property.usage = PROPERTY_USAGE_NONE;
  2161. }
  2162. if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  2163. p_property.usage = PROPERTY_USAGE_NONE;
  2164. }
  2165. if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
  2166. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2167. }
  2168. if (p_property.name == "grow_amount" && !grow_enabled) {
  2169. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2170. }
  2171. if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
  2172. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2173. }
  2174. if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
  2175. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2176. }
  2177. if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  2178. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2179. }
  2180. if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
  2181. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2182. }
  2183. if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
  2184. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2185. }
  2186. if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
  2187. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2188. }
  2189. if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  2190. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  2191. }
  2192. // you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
  2193. const bool can_select_aa = (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH);
  2194. // alpha anti aliasiasing is only enabled when you can select aa
  2195. const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
  2196. // alpha scissor slider isn't needed when alpha antialiasing is enabled
  2197. if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
  2198. p_property.usage = PROPERTY_USAGE_NONE;
  2199. }
  2200. // alpha hash scale slider is only needed if transparency is alpha hash
  2201. if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
  2202. p_property.usage = PROPERTY_USAGE_NONE;
  2203. }
  2204. if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {
  2205. p_property.usage = PROPERTY_USAGE_NONE;
  2206. }
  2207. // we can't choose an antialiasing mode if alpha isn't possible
  2208. if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
  2209. p_property.usage = PROPERTY_USAGE_NONE;
  2210. }
  2211. if (p_property.name == "blend_mode" && alpha_aa_enabled) {
  2212. p_property.usage = PROPERTY_USAGE_NONE;
  2213. }
  2214. if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
  2215. p_property.usage = PROPERTY_USAGE_NONE;
  2216. }
  2217. if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
  2218. p_property.usage = PROPERTY_USAGE_NONE;
  2219. }
  2220. if (orm) {
  2221. if (p_property.name == "shading_mode") {
  2222. // Vertex not supported in ORM mode, since no individual roughness.
  2223. p_property.hint_string = "Unshaded,Per-Pixel";
  2224. }
  2225. if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
  2226. p_property.usage = PROPERTY_USAGE_NONE;
  2227. }
  2228. } else {
  2229. if (p_property.name == "orm_texture") {
  2230. p_property.usage = PROPERTY_USAGE_NONE;
  2231. }
  2232. }
  2233. if (shading_mode != SHADING_MODE_PER_PIXEL) {
  2234. if (shading_mode != SHADING_MODE_PER_VERTEX) {
  2235. //these may still work per vertex
  2236. if (p_property.name.begins_with("ao")) {
  2237. p_property.usage = PROPERTY_USAGE_NONE;
  2238. }
  2239. if (p_property.name.begins_with("emission")) {
  2240. p_property.usage = PROPERTY_USAGE_NONE;
  2241. }
  2242. if (p_property.name.begins_with("metallic")) {
  2243. p_property.usage = PROPERTY_USAGE_NONE;
  2244. }
  2245. if (p_property.name.begins_with("rim")) {
  2246. p_property.usage = PROPERTY_USAGE_NONE;
  2247. }
  2248. if (p_property.name.begins_with("roughness")) {
  2249. p_property.usage = PROPERTY_USAGE_NONE;
  2250. }
  2251. if (p_property.name.begins_with("subsurf_scatter")) {
  2252. p_property.usage = PROPERTY_USAGE_NONE;
  2253. }
  2254. }
  2255. //these definitely only need per pixel
  2256. if (p_property.name.begins_with("anisotropy")) {
  2257. p_property.usage = PROPERTY_USAGE_NONE;
  2258. }
  2259. if (p_property.name.begins_with("clearcoat")) {
  2260. p_property.usage = PROPERTY_USAGE_NONE;
  2261. }
  2262. if (p_property.name.begins_with("normal")) {
  2263. p_property.usage = PROPERTY_USAGE_NONE;
  2264. }
  2265. if (p_property.name.begins_with("bent_normal")) {
  2266. p_property.usage = PROPERTY_USAGE_NONE;
  2267. }
  2268. if (p_property.name.begins_with("backlight")) {
  2269. p_property.usage = PROPERTY_USAGE_NONE;
  2270. }
  2271. if (p_property.name.begins_with("transmittance")) {
  2272. p_property.usage = PROPERTY_USAGE_NONE;
  2273. }
  2274. }
  2275. }
  2276. void BaseMaterial3D::set_point_size(float p_point_size) {
  2277. point_size = p_point_size;
  2278. _material_set_param(shader_names->point_size, p_point_size);
  2279. }
  2280. float BaseMaterial3D::get_point_size() const {
  2281. return point_size;
  2282. }
  2283. void BaseMaterial3D::set_uv1_scale(const Vector3 &p_scale) {
  2284. uv1_scale = p_scale;
  2285. _material_set_param(shader_names->uv1_scale, p_scale);
  2286. }
  2287. Vector3 BaseMaterial3D::get_uv1_scale() const {
  2288. return uv1_scale;
  2289. }
  2290. void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) {
  2291. uv1_offset = p_offset;
  2292. _material_set_param(shader_names->uv1_offset, p_offset);
  2293. }
  2294. Vector3 BaseMaterial3D::get_uv1_offset() const {
  2295. return uv1_offset;
  2296. }
  2297. void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  2298. // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
  2299. uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
  2300. _material_set_param(shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
  2301. }
  2302. float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
  2303. return uv1_triplanar_sharpness;
  2304. }
  2305. void BaseMaterial3D::set_uv2_scale(const Vector3 &p_scale) {
  2306. uv2_scale = p_scale;
  2307. _material_set_param(shader_names->uv2_scale, p_scale);
  2308. }
  2309. Vector3 BaseMaterial3D::get_uv2_scale() const {
  2310. return uv2_scale;
  2311. }
  2312. void BaseMaterial3D::set_uv2_offset(const Vector3 &p_offset) {
  2313. uv2_offset = p_offset;
  2314. _material_set_param(shader_names->uv2_offset, p_offset);
  2315. }
  2316. Vector3 BaseMaterial3D::get_uv2_offset() const {
  2317. return uv2_offset;
  2318. }
  2319. void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  2320. // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
  2321. uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
  2322. _material_set_param(shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
  2323. }
  2324. float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
  2325. return uv2_triplanar_sharpness;
  2326. }
  2327. void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
  2328. billboard_mode = p_mode;
  2329. _queue_shader_change();
  2330. notify_property_list_changed();
  2331. }
  2332. BaseMaterial3D::BillboardMode BaseMaterial3D::get_billboard_mode() const {
  2333. return billboard_mode;
  2334. }
  2335. void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) {
  2336. particles_anim_h_frames = p_frames;
  2337. _material_set_param(shader_names->particles_anim_h_frames, p_frames);
  2338. }
  2339. int BaseMaterial3D::get_particles_anim_h_frames() const {
  2340. return particles_anim_h_frames;
  2341. }
  2342. void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) {
  2343. particles_anim_v_frames = p_frames;
  2344. _material_set_param(shader_names->particles_anim_v_frames, p_frames);
  2345. }
  2346. int BaseMaterial3D::get_particles_anim_v_frames() const {
  2347. return particles_anim_v_frames;
  2348. }
  2349. void BaseMaterial3D::set_particles_anim_loop(bool p_loop) {
  2350. particles_anim_loop = p_loop;
  2351. _material_set_param(shader_names->particles_anim_loop, particles_anim_loop);
  2352. }
  2353. bool BaseMaterial3D::get_particles_anim_loop() const {
  2354. return particles_anim_loop;
  2355. }
  2356. void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
  2357. deep_parallax = p_enable;
  2358. _queue_shader_change();
  2359. notify_property_list_changed();
  2360. }
  2361. bool BaseMaterial3D::is_heightmap_deep_parallax_enabled() const {
  2362. return deep_parallax;
  2363. }
  2364. void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) {
  2365. deep_parallax_min_layers = p_layer;
  2366. _material_set_param(shader_names->heightmap_min_layers, p_layer);
  2367. }
  2368. int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const {
  2369. return deep_parallax_min_layers;
  2370. }
  2371. void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) {
  2372. deep_parallax_max_layers = p_layer;
  2373. _material_set_param(shader_names->heightmap_max_layers, p_layer);
  2374. }
  2375. int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const {
  2376. return deep_parallax_max_layers;
  2377. }
  2378. void BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent(bool p_flip) {
  2379. heightmap_parallax_flip_tangent = p_flip;
  2380. _material_set_param(shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
  2381. }
  2382. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent() const {
  2383. return heightmap_parallax_flip_tangent;
  2384. }
  2385. void BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal(bool p_flip) {
  2386. heightmap_parallax_flip_binormal = p_flip;
  2387. _material_set_param(shader_names->heightmap_flip, Vector2(heightmap_parallax_flip_tangent ? -1 : 1, heightmap_parallax_flip_binormal ? -1 : 1));
  2388. }
  2389. bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
  2390. return heightmap_parallax_flip_binormal;
  2391. }
  2392. void BaseMaterial3D::set_grow_enabled(bool p_enable) {
  2393. grow_enabled = p_enable;
  2394. _queue_shader_change();
  2395. notify_property_list_changed();
  2396. }
  2397. bool BaseMaterial3D::is_grow_enabled() const {
  2398. return grow_enabled;
  2399. }
  2400. void BaseMaterial3D::set_alpha_scissor_threshold(float p_threshold) {
  2401. alpha_scissor_threshold = p_threshold;
  2402. _material_set_param(shader_names->alpha_scissor_threshold, p_threshold);
  2403. }
  2404. float BaseMaterial3D::get_alpha_scissor_threshold() const {
  2405. return alpha_scissor_threshold;
  2406. }
  2407. void BaseMaterial3D::set_alpha_hash_scale(float p_scale) {
  2408. alpha_hash_scale = p_scale;
  2409. _material_set_param(shader_names->alpha_hash_scale, p_scale);
  2410. }
  2411. float BaseMaterial3D::get_alpha_hash_scale() const {
  2412. return alpha_hash_scale;
  2413. }
  2414. void BaseMaterial3D::set_alpha_antialiasing_edge(float p_edge) {
  2415. alpha_antialiasing_edge = p_edge;
  2416. _material_set_param(shader_names->alpha_antialiasing_edge, p_edge);
  2417. }
  2418. float BaseMaterial3D::get_alpha_antialiasing_edge() const {
  2419. return alpha_antialiasing_edge;
  2420. }
  2421. void BaseMaterial3D::set_grow(float p_grow) {
  2422. grow = p_grow;
  2423. _material_set_param(shader_names->grow, p_grow);
  2424. }
  2425. float BaseMaterial3D::get_grow() const {
  2426. return grow;
  2427. }
  2428. static Vector4 _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
  2429. static const Vector4 masks[5] = {
  2430. Vector4(1, 0, 0, 0),
  2431. Vector4(0, 1, 0, 0),
  2432. Vector4(0, 0, 1, 0),
  2433. Vector4(0, 0, 0, 1),
  2434. Vector4(0.3333333, 0.3333333, 0.3333333, 0),
  2435. };
  2436. return masks[p_channel];
  2437. }
  2438. void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
  2439. ERR_FAIL_INDEX(p_channel, 5);
  2440. metallic_texture_channel = p_channel;
  2441. _material_set_param(shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
  2442. }
  2443. BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {
  2444. return metallic_texture_channel;
  2445. }
  2446. void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
  2447. ERR_FAIL_INDEX(p_channel, 5);
  2448. roughness_texture_channel = p_channel;
  2449. _queue_shader_change();
  2450. }
  2451. BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
  2452. return roughness_texture_channel;
  2453. }
  2454. void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
  2455. ERR_FAIL_INDEX(p_channel, 5);
  2456. ao_texture_channel = p_channel;
  2457. _material_set_param(shader_names->ao_texture_channel, _get_texture_mask(p_channel));
  2458. }
  2459. BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
  2460. return ao_texture_channel;
  2461. }
  2462. void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
  2463. ERR_FAIL_INDEX(p_channel, 5);
  2464. refraction_texture_channel = p_channel;
  2465. _material_set_param(shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
  2466. }
  2467. BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
  2468. return refraction_texture_channel;
  2469. }
  2470. Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) {
  2471. uint64_t key = 0;
  2472. key |= ((int8_t)p_shaded & 0x01) << 0;
  2473. key |= ((int8_t)p_transparency & 0x07) << 1; // Bits 1-3.
  2474. key |= ((int8_t)p_double_sided & 0x01) << 4;
  2475. key |= ((int8_t)p_billboard & 0x01) << 5;
  2476. key |= ((int8_t)p_billboard_y & 0x01) << 6;
  2477. key |= ((int8_t)p_msdf & 0x01) << 7;
  2478. key |= ((int8_t)p_no_depth & 0x01) << 8;
  2479. key |= ((int8_t)p_fixed_size & 0x01) << 9;
  2480. key |= ((int8_t)p_filter & 0x07) << 10; // Bits 10-12.
  2481. key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; // Bits 13-15.
  2482. if (materials_for_2d.has(key)) {
  2483. if (r_shader_rid) {
  2484. *r_shader_rid = materials_for_2d[key]->get_shader_rid();
  2485. }
  2486. return materials_for_2d[key];
  2487. }
  2488. Ref<StandardMaterial3D> material;
  2489. material.instantiate();
  2490. material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
  2491. material->set_transparency(p_transparency);
  2492. material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
  2493. material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
  2494. material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  2495. material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
  2496. material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
  2497. material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
  2498. material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
  2499. material->set_texture_filter(p_filter);
  2500. if (p_billboard || p_billboard_y) {
  2501. material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
  2502. material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
  2503. }
  2504. materials_for_2d[key] = material;
  2505. if (r_shader_rid) {
  2506. *r_shader_rid = materials_for_2d[key]->get_shader_rid();
  2507. }
  2508. return materials_for_2d[key];
  2509. }
  2510. void BaseMaterial3D::set_on_top_of_alpha() {
  2511. set_transparency(TRANSPARENCY_DISABLED);
  2512. set_render_priority(RENDER_PRIORITY_MAX);
  2513. set_flag(FLAG_DISABLE_DEPTH_TEST, true);
  2514. }
  2515. void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
  2516. proximity_fade_enabled = p_enable;
  2517. _queue_shader_change();
  2518. notify_property_list_changed();
  2519. }
  2520. bool BaseMaterial3D::is_proximity_fade_enabled() const {
  2521. return proximity_fade_enabled;
  2522. }
  2523. void BaseMaterial3D::set_proximity_fade_distance(float p_distance) {
  2524. proximity_fade_distance = MAX(p_distance, 0.01);
  2525. _material_set_param(shader_names->proximity_fade_distance, proximity_fade_distance);
  2526. }
  2527. float BaseMaterial3D::get_proximity_fade_distance() const {
  2528. return proximity_fade_distance;
  2529. }
  2530. void BaseMaterial3D::set_msdf_pixel_range(float p_range) {
  2531. msdf_pixel_range = p_range;
  2532. _material_set_param(shader_names->msdf_pixel_range, p_range);
  2533. }
  2534. float BaseMaterial3D::get_msdf_pixel_range() const {
  2535. return msdf_pixel_range;
  2536. }
  2537. void BaseMaterial3D::set_msdf_outline_size(float p_size) {
  2538. msdf_outline_size = p_size;
  2539. _material_set_param(shader_names->msdf_outline_size, p_size);
  2540. }
  2541. float BaseMaterial3D::get_msdf_outline_size() const {
  2542. return msdf_outline_size;
  2543. }
  2544. void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
  2545. distance_fade = p_mode;
  2546. _queue_shader_change();
  2547. notify_property_list_changed();
  2548. }
  2549. BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const {
  2550. return distance_fade;
  2551. }
  2552. void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) {
  2553. distance_fade_max_distance = p_distance;
  2554. _material_set_param(shader_names->distance_fade_max, distance_fade_max_distance);
  2555. }
  2556. float BaseMaterial3D::get_distance_fade_max_distance() const {
  2557. return distance_fade_max_distance;
  2558. }
  2559. void BaseMaterial3D::set_distance_fade_min_distance(float p_distance) {
  2560. distance_fade_min_distance = p_distance;
  2561. _material_set_param(shader_names->distance_fade_min, distance_fade_min_distance);
  2562. }
  2563. float BaseMaterial3D::get_distance_fade_min_distance() const {
  2564. return distance_fade_min_distance;
  2565. }
  2566. void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
  2567. if (emission_op == p_op) {
  2568. return;
  2569. }
  2570. emission_op = p_op;
  2571. _queue_shader_change();
  2572. }
  2573. BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
  2574. return emission_op;
  2575. }
  2576. RID BaseMaterial3D::get_rid() const {
  2577. const_cast<BaseMaterial3D *>(this)->_update_shader();
  2578. const_cast<BaseMaterial3D *>(this)->_check_material_rid();
  2579. return _get_material();
  2580. }
  2581. RID BaseMaterial3D::get_shader_rid() const {
  2582. const_cast<BaseMaterial3D *>(this)->_update_shader();
  2583. return shader_rid;
  2584. }
  2585. Shader::Mode BaseMaterial3D::get_shader_mode() const {
  2586. return Shader::MODE_SPATIAL;
  2587. }
  2588. void BaseMaterial3D::_bind_methods() {
  2589. static_assert(sizeof(MaterialKey) == 16, "MaterialKey should be 16 bytes");
  2590. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &BaseMaterial3D::set_albedo);
  2591. ClassDB::bind_method(D_METHOD("get_albedo"), &BaseMaterial3D::get_albedo);
  2592. ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &BaseMaterial3D::set_transparency);
  2593. ClassDB::bind_method(D_METHOD("get_transparency"), &BaseMaterial3D::get_transparency);
  2594. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &BaseMaterial3D::set_alpha_antialiasing);
  2595. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &BaseMaterial3D::get_alpha_antialiasing);
  2596. ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &BaseMaterial3D::set_alpha_antialiasing_edge);
  2597. ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &BaseMaterial3D::get_alpha_antialiasing_edge);
  2598. ClassDB::bind_method(D_METHOD("set_shading_mode", "shading_mode"), &BaseMaterial3D::set_shading_mode);
  2599. ClassDB::bind_method(D_METHOD("get_shading_mode"), &BaseMaterial3D::get_shading_mode);
  2600. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &BaseMaterial3D::set_specular);
  2601. ClassDB::bind_method(D_METHOD("get_specular"), &BaseMaterial3D::get_specular);
  2602. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &BaseMaterial3D::set_metallic);
  2603. ClassDB::bind_method(D_METHOD("get_metallic"), &BaseMaterial3D::get_metallic);
  2604. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &BaseMaterial3D::set_roughness);
  2605. ClassDB::bind_method(D_METHOD("get_roughness"), &BaseMaterial3D::get_roughness);
  2606. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
  2607. ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
  2608. ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
  2609. ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
  2610. ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
  2611. ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
  2612. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
  2613. ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
  2614. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &BaseMaterial3D::set_rim);
  2615. ClassDB::bind_method(D_METHOD("get_rim"), &BaseMaterial3D::get_rim);
  2616. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &BaseMaterial3D::set_rim_tint);
  2617. ClassDB::bind_method(D_METHOD("get_rim_tint"), &BaseMaterial3D::get_rim_tint);
  2618. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
  2619. ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
  2620. ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
  2621. ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
  2622. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
  2623. ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
  2624. ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
  2625. ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
  2626. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
  2627. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
  2628. ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
  2629. ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
  2630. ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
  2631. ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
  2632. ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
  2633. ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
  2634. ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
  2635. ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
  2636. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
  2637. ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
  2638. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
  2639. ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
  2640. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
  2641. ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
  2642. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
  2643. ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
  2644. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
  2645. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
  2646. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
  2647. ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
  2648. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);
  2649. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &BaseMaterial3D::get_diffuse_mode);
  2650. ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &BaseMaterial3D::set_specular_mode);
  2651. ClassDB::bind_method(D_METHOD("get_specular_mode"), &BaseMaterial3D::get_specular_mode);
  2652. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &BaseMaterial3D::set_flag);
  2653. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &BaseMaterial3D::get_flag);
  2654. ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &BaseMaterial3D::set_texture_filter);
  2655. ClassDB::bind_method(D_METHOD("get_texture_filter"), &BaseMaterial3D::get_texture_filter);
  2656. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &BaseMaterial3D::set_feature);
  2657. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &BaseMaterial3D::get_feature);
  2658. ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &BaseMaterial3D::set_texture);
  2659. ClassDB::bind_method(D_METHOD("get_texture", "param"), &BaseMaterial3D::get_texture);
  2660. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &BaseMaterial3D::set_detail_blend_mode);
  2661. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &BaseMaterial3D::get_detail_blend_mode);
  2662. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &BaseMaterial3D::set_uv1_scale);
  2663. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &BaseMaterial3D::get_uv1_scale);
  2664. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &BaseMaterial3D::set_uv1_offset);
  2665. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &BaseMaterial3D::get_uv1_offset);
  2666. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv1_triplanar_blend_sharpness);
  2667. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv1_triplanar_blend_sharpness);
  2668. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &BaseMaterial3D::set_uv2_scale);
  2669. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &BaseMaterial3D::get_uv2_scale);
  2670. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &BaseMaterial3D::set_uv2_offset);
  2671. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &BaseMaterial3D::get_uv2_offset);
  2672. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &BaseMaterial3D::set_uv2_triplanar_blend_sharpness);
  2673. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &BaseMaterial3D::get_uv2_triplanar_blend_sharpness);
  2674. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &BaseMaterial3D::set_billboard_mode);
  2675. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &BaseMaterial3D::get_billboard_mode);
  2676. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &BaseMaterial3D::set_particles_anim_h_frames);
  2677. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &BaseMaterial3D::get_particles_anim_h_frames);
  2678. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &BaseMaterial3D::set_particles_anim_v_frames);
  2679. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &BaseMaterial3D::get_particles_anim_v_frames);
  2680. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &BaseMaterial3D::set_particles_anim_loop);
  2681. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &BaseMaterial3D::get_particles_anim_loop);
  2682. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax", "enable"), &BaseMaterial3D::set_heightmap_deep_parallax);
  2683. ClassDB::bind_method(D_METHOD("is_heightmap_deep_parallax_enabled"), &BaseMaterial3D::is_heightmap_deep_parallax_enabled);
  2684. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_min_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_min_layers);
  2685. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_min_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_min_layers);
  2686. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_max_layers", "layer"), &BaseMaterial3D::set_heightmap_deep_parallax_max_layers);
  2687. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_max_layers"), &BaseMaterial3D::get_heightmap_deep_parallax_max_layers);
  2688. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_tangent", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_tangent);
  2689. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_tangent"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_tangent);
  2690. ClassDB::bind_method(D_METHOD("set_heightmap_deep_parallax_flip_binormal", "flip"), &BaseMaterial3D::set_heightmap_deep_parallax_flip_binormal);
  2691. ClassDB::bind_method(D_METHOD("get_heightmap_deep_parallax_flip_binormal"), &BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal);
  2692. ClassDB::bind_method(D_METHOD("set_grow", "amount"), &BaseMaterial3D::set_grow);
  2693. ClassDB::bind_method(D_METHOD("get_grow"), &BaseMaterial3D::get_grow);
  2694. ClassDB::bind_method(D_METHOD("set_emission_operator", "operator"), &BaseMaterial3D::set_emission_operator);
  2695. ClassDB::bind_method(D_METHOD("get_emission_operator"), &BaseMaterial3D::get_emission_operator);
  2696. ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &BaseMaterial3D::set_ao_light_affect);
  2697. ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &BaseMaterial3D::get_ao_light_affect);
  2698. ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &BaseMaterial3D::set_alpha_scissor_threshold);
  2699. ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &BaseMaterial3D::get_alpha_scissor_threshold);
  2700. ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &BaseMaterial3D::set_alpha_hash_scale);
  2701. ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &BaseMaterial3D::get_alpha_hash_scale);
  2702. ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &BaseMaterial3D::set_grow_enabled);
  2703. ClassDB::bind_method(D_METHOD("is_grow_enabled"), &BaseMaterial3D::is_grow_enabled);
  2704. ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &BaseMaterial3D::set_metallic_texture_channel);
  2705. ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &BaseMaterial3D::get_metallic_texture_channel);
  2706. ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &BaseMaterial3D::set_roughness_texture_channel);
  2707. ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &BaseMaterial3D::get_roughness_texture_channel);
  2708. ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &BaseMaterial3D::set_ao_texture_channel);
  2709. ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &BaseMaterial3D::get_ao_texture_channel);
  2710. ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
  2711. ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
  2712. ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled);
  2713. ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
  2714. ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
  2715. ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
  2716. ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range);
  2717. ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range);
  2718. ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size);
  2719. ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size);
  2720. ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
  2721. ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
  2722. ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &BaseMaterial3D::set_distance_fade_max_distance);
  2723. ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &BaseMaterial3D::get_distance_fade_max_distance);
  2724. ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &BaseMaterial3D::set_distance_fade_min_distance);
  2725. ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &BaseMaterial3D::get_distance_fade_min_distance);
  2726. ADD_GROUP("Transparency", "");
  2727. ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency");
  2728. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
  2729. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
  2730. ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
  2731. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
  2732. ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
  2733. ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  2734. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never"), "set_depth_draw_mode", "get_depth_draw_mode");
  2735. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
  2736. ADD_GROUP("Shading", "");
  2737. ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
  2738. ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
  2739. ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
  2740. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
  2741. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_fog"), "set_flag", "get_flag", FLAG_DISABLE_FOG);
  2742. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_specular_occlusion"), "set_flag", "get_flag", FLAG_DISABLE_SPECULAR_OCCLUSION);
  2743. ADD_GROUP("Vertex Color", "vertex_color");
  2744. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2745. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  2746. ADD_GROUP("Albedo", "albedo_");
  2747. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  2748. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  2749. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2750. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_texture_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF);
  2751. ADD_GROUP("ORM", "orm_");
  2752. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
  2753. ADD_GROUP("Metallic", "metallic_");
  2754. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  2755. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  2756. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_METALLIC);
  2757. ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
  2758. ADD_GROUP("Roughness", "roughness_");
  2759. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  2760. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  2761. ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
  2762. ADD_GROUP("Emission", "emission_");
  2763. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_EMISSION);
  2764. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  2765. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy_multiplier", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy_multiplier", "get_emission_energy_multiplier");
  2766. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_intensity", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:nt"), "set_emission_intensity", "get_emission_intensity");
  2767. ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
  2768. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
  2769. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
  2770. ADD_GROUP("Normal Map", "normal_");
  2771. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  2772. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  2773. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
  2774. ADD_GROUP("Bent Normal Map", "bent_normal_");
  2775. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "bent_normal_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_BENT_NORMAL_MAPPING);
  2776. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "bent_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BENT_NORMAL);
  2777. ADD_GROUP("Rim", "rim_");
  2778. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_RIM);
  2779. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  2780. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  2781. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_RIM);
  2782. ADD_GROUP("Clearcoat", "clearcoat_");
  2783. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  2784. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  2785. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness");
  2786. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  2787. ADD_GROUP("Anisotropy", "anisotropy_");
  2788. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  2789. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  2790. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  2791. ADD_GROUP("Ambient Occlusion", "ao_");
  2792. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  2793. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
  2794. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  2795. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  2796. ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
  2797. ADD_GROUP("Height", "heightmap_");
  2798. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
  2799. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "heightmap_scale", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_heightmap_scale", "get_heightmap_scale");
  2800. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_deep_parallax"), "set_heightmap_deep_parallax", "is_heightmap_deep_parallax_enabled");
  2801. ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_min_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_min_layers", "get_heightmap_deep_parallax_min_layers");
  2802. ADD_PROPERTY(PropertyInfo(Variant::INT, "heightmap_max_layers", PROPERTY_HINT_RANGE, "1,64,1"), "set_heightmap_deep_parallax_max_layers", "get_heightmap_deep_parallax_max_layers");
  2803. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_tangent"), "set_heightmap_deep_parallax_flip_tangent", "get_heightmap_deep_parallax_flip_tangent");
  2804. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "heightmap_flip_binormal"), "set_heightmap_deep_parallax_flip_binormal", "get_heightmap_deep_parallax_flip_binormal");
  2805. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
  2806. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
  2807. ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
  2808. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
  2809. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  2810. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
  2811. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  2812. ADD_SUBGROUP("Transmittance", "subsurf_scatter_transmittance_");
  2813. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_transmittance_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_SUBSURFACE_TRANSMITTANCE);
  2814. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "subsurf_scatter_transmittance_color"), "set_transmittance_color", "get_transmittance_color");
  2815. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_transmittance_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2816. 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");
  2817. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_transmittance_boost", PROPERTY_HINT_RANGE, "0.00,1.0,0.01"), "set_transmittance_boost", "get_transmittance_boost");
  2818. ADD_GROUP("Back Lighting", "backlight_");
  2819. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "backlight_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_BACKLIGHT);
  2820. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "backlight", PROPERTY_HINT_COLOR_NO_ALPHA), "set_backlight", "get_backlight");
  2821. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "backlight_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_BACKLIGHT);
  2822. ADD_GROUP("Refraction", "refraction_");
  2823. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_REFRACTION);
  2824. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  2825. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  2826. ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
  2827. ADD_GROUP("Detail", "detail_");
  2828. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_feature", "get_feature", FEATURE_DETAIL);
  2829. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  2830. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply"), "set_detail_blend_mode", "get_detail_blend_mode");
  2831. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  2832. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  2833. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  2834. ADD_GROUP("UV1", "uv1_");
  2835. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale", PROPERTY_HINT_LINK), "set_uv1_scale", "get_uv1_scale");
  2836. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  2837. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  2838. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  2839. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_world_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_WORLD_TRIPLANAR);
  2840. ADD_GROUP("UV2", "uv2_");
  2841. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale", PROPERTY_HINT_LINK), "set_uv2_scale", "get_uv2_scale");
  2842. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  2843. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  2844. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  2845. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
  2846. ADD_GROUP("Sampling", "texture_");
  2847. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  2848. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
  2849. ADD_GROUP("Shadows", "");
  2850. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
  2851. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
  2852. ADD_GROUP("Billboard", "billboard_");
  2853. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  2854. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
  2855. ADD_GROUP("Particles Anim", "particles_anim_");
  2856. 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");
  2857. 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");
  2858. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  2859. ADD_GROUP("Grow", "grow_");
  2860. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "grow"), "set_grow_enabled", "is_grow_enabled");
  2861. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "grow_amount", PROPERTY_HINT_RANGE, "-16,16,0.001,suffix:m"), "set_grow", "get_grow");
  2862. ADD_GROUP("Transform", "");
  2863. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  2864. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  2865. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
  2866. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
  2867. ADD_GROUP("Proximity Fade", "proximity_fade_");
  2868. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled");
  2869. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0.01,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
  2870. ADD_GROUP("MSDF", "msdf_");
  2871. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
  2872. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "0,250,1"), "set_msdf_outline_size", "get_msdf_outline_size");
  2873. ADD_GROUP("Distance Fade", "distance_fade_");
  2874. ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
  2875. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
  2876. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
  2877. BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
  2878. BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
  2879. BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
  2880. BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
  2881. BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
  2882. BIND_ENUM_CONSTANT(TEXTURE_BENT_NORMAL);
  2883. BIND_ENUM_CONSTANT(TEXTURE_RIM);
  2884. BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
  2885. BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
  2886. BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  2887. BIND_ENUM_CONSTANT(TEXTURE_HEIGHTMAP);
  2888. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  2889. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_TRANSMITTANCE);
  2890. BIND_ENUM_CONSTANT(TEXTURE_BACKLIGHT);
  2891. BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
  2892. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
  2893. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  2894. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
  2895. BIND_ENUM_CONSTANT(TEXTURE_ORM);
  2896. BIND_ENUM_CONSTANT(TEXTURE_MAX);
  2897. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
  2898. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
  2899. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
  2900. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
  2901. BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
  2902. BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
  2903. BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
  2904. BIND_ENUM_CONSTANT(DETAIL_UV_1);
  2905. BIND_ENUM_CONSTANT(DETAIL_UV_2);
  2906. BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
  2907. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
  2908. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
  2909. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
  2910. BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  2911. BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
  2912. BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
  2913. BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
  2914. BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
  2915. BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
  2916. BIND_ENUM_CONSTANT(FEATURE_EMISSION);
  2917. BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
  2918. BIND_ENUM_CONSTANT(FEATURE_RIM);
  2919. BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
  2920. BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
  2921. BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  2922. BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
  2923. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
  2924. BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);
  2925. BIND_ENUM_CONSTANT(FEATURE_BACKLIGHT);
  2926. BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
  2927. BIND_ENUM_CONSTANT(FEATURE_DETAIL);
  2928. BIND_ENUM_CONSTANT(FEATURE_BENT_NORMAL_MAPPING);
  2929. BIND_ENUM_CONSTANT(FEATURE_MAX);
  2930. BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
  2931. BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
  2932. BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
  2933. BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
  2934. BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
  2935. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_OFF);
  2936. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
  2937. BIND_ENUM_CONSTANT(ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
  2938. BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  2939. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
  2940. BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
  2941. BIND_ENUM_CONSTANT(CULL_BACK);
  2942. BIND_ENUM_CONSTANT(CULL_FRONT);
  2943. BIND_ENUM_CONSTANT(CULL_DISABLED);
  2944. BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
  2945. BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  2946. BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
  2947. BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
  2948. BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
  2949. BIND_ENUM_CONSTANT(FLAG_BILLBOARD_KEEP_SCALE);
  2950. BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
  2951. BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
  2952. BIND_ENUM_CONSTANT(FLAG_UV1_USE_WORLD_TRIPLANAR);
  2953. BIND_ENUM_CONSTANT(FLAG_UV2_USE_WORLD_TRIPLANAR);
  2954. BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
  2955. BIND_ENUM_CONSTANT(FLAG_EMISSION_ON_UV2);
  2956. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
  2957. BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
  2958. BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
  2959. BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
  2960. BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
  2961. BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
  2962. BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
  2963. BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
  2964. BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
  2965. BIND_ENUM_CONSTANT(FLAG_DISABLE_FOG);
  2966. BIND_ENUM_CONSTANT(FLAG_DISABLE_SPECULAR_OCCLUSION);
  2967. BIND_ENUM_CONSTANT(FLAG_MAX);
  2968. BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
  2969. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
  2970. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
  2971. BIND_ENUM_CONSTANT(DIFFUSE_TOON);
  2972. BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
  2973. BIND_ENUM_CONSTANT(SPECULAR_TOON);
  2974. BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
  2975. BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
  2976. BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
  2977. BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
  2978. BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
  2979. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
  2980. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
  2981. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
  2982. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
  2983. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
  2984. BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
  2985. BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
  2986. BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
  2987. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
  2988. BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
  2989. BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
  2990. }
  2991. BaseMaterial3D::BaseMaterial3D(bool p_orm) :
  2992. element(this) {
  2993. orm = p_orm;
  2994. // Initialize to the same values as the shader
  2995. set_albedo(Color(1.0, 1.0, 1.0, 1.0));
  2996. set_specular(0.5);
  2997. set_roughness(1.0);
  2998. set_metallic(0.0);
  2999. set_emission(Color(0, 0, 0));
  3000. set_emission_energy_multiplier(1.0);
  3001. set_normal_scale(1);
  3002. set_rim(1.0);
  3003. set_rim_tint(0.5);
  3004. set_clearcoat(1);
  3005. set_clearcoat_roughness(0.5);
  3006. set_anisotropy(0);
  3007. set_heightmap_scale(5.0);
  3008. set_subsurface_scattering_strength(0);
  3009. set_backlight(Color(0, 0, 0));
  3010. set_transmittance_color(Color(1, 1, 1, 1));
  3011. set_transmittance_depth(0.1);
  3012. set_transmittance_boost(0.0);
  3013. set_refraction(0.05);
  3014. set_point_size(1);
  3015. set_uv1_offset(Vector3(0, 0, 0));
  3016. set_uv1_scale(Vector3(1, 1, 1));
  3017. set_uv1_triplanar_blend_sharpness(1);
  3018. set_uv2_offset(Vector3(0, 0, 0));
  3019. set_uv2_scale(Vector3(1, 1, 1));
  3020. set_uv2_triplanar_blend_sharpness(1);
  3021. set_billboard_mode(BILLBOARD_DISABLED);
  3022. set_particles_anim_h_frames(1);
  3023. set_particles_anim_v_frames(1);
  3024. set_particles_anim_loop(false);
  3025. set_transparency(TRANSPARENCY_DISABLED);
  3026. set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
  3027. // Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default.
  3028. // <https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphacutoff>
  3029. set_alpha_scissor_threshold(0.5);
  3030. set_alpha_hash_scale(1.0);
  3031. set_alpha_antialiasing_edge(0.3);
  3032. set_proximity_fade_distance(1);
  3033. set_distance_fade_min_distance(0);
  3034. set_distance_fade_max_distance(10);
  3035. set_ao_light_affect(0.0);
  3036. set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
  3037. set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
  3038. set_ao_texture_channel(TEXTURE_CHANNEL_RED);
  3039. set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
  3040. set_grow(0.0);
  3041. set_msdf_pixel_range(4.0);
  3042. set_msdf_outline_size(0.0);
  3043. set_heightmap_deep_parallax_min_layers(8);
  3044. set_heightmap_deep_parallax_max_layers(32);
  3045. set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
  3046. flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
  3047. flags[FLAG_USE_TEXTURE_REPEAT] = true;
  3048. current_key.invalid_key = 1;
  3049. _mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change), Callable());
  3050. }
  3051. BaseMaterial3D::~BaseMaterial3D() {
  3052. ERR_FAIL_NULL(RS::get_singleton());
  3053. {
  3054. MutexLock lock(shader_map_mutex);
  3055. if (shader_map.has(current_key)) {
  3056. shader_map[current_key].users--;
  3057. if (shader_map[current_key].users == 0) {
  3058. // Deallocate shader which is no longer in use.
  3059. RS::get_singleton()->free(shader_map[current_key].shader);
  3060. shader_map.erase(current_key);
  3061. }
  3062. }
  3063. }
  3064. if (_get_material().is_valid()) {
  3065. RS::get_singleton()->material_set_shader(_get_material(), RID());
  3066. }
  3067. }
  3068. //////////////////////
  3069. #ifndef DISABLE_DEPRECATED
  3070. // Kept for compatibility from 3.x to 4.0.
  3071. bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) {
  3072. if (p_name == "flags_transparent") {
  3073. bool transparent = p_value;
  3074. if (transparent) {
  3075. set_transparency(TRANSPARENCY_ALPHA);
  3076. }
  3077. return true;
  3078. } else if (p_name == "flags_unshaded") {
  3079. bool unshaded = p_value;
  3080. if (unshaded) {
  3081. set_shading_mode(SHADING_MODE_UNSHADED);
  3082. }
  3083. return true;
  3084. } else if (p_name == "flags_vertex_lighting") {
  3085. bool vertex_lit = p_value;
  3086. if (vertex_lit && get_shading_mode() != SHADING_MODE_UNSHADED) {
  3087. set_shading_mode(SHADING_MODE_PER_VERTEX);
  3088. }
  3089. return true;
  3090. } else if (p_name == "params_use_alpha_scissor") {
  3091. bool use_scissor = p_value;
  3092. if (use_scissor) {
  3093. set_transparency(TRANSPARENCY_ALPHA_SCISSOR);
  3094. }
  3095. return true;
  3096. } else if (p_name == "params_use_alpha_hash") {
  3097. bool use_hash = p_value;
  3098. if (use_hash) {
  3099. set_transparency(TRANSPARENCY_ALPHA_HASH);
  3100. }
  3101. return true;
  3102. } else if (p_name == "params_depth_draw_mode") {
  3103. int mode = p_value;
  3104. if (mode == 3) {
  3105. set_transparency(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
  3106. }
  3107. return true;
  3108. } else if (p_name == "depth_enabled") {
  3109. bool enabled = p_value;
  3110. if (enabled) {
  3111. set_feature(FEATURE_HEIGHT_MAPPING, true);
  3112. set_flag(FLAG_INVERT_HEIGHTMAP, true);
  3113. }
  3114. return true;
  3115. } else {
  3116. static const Pair<const char *, const char *> remaps[] = {
  3117. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  3118. { "flags_use_shadow_to_opacity", "shadow_to_opacity" },
  3119. { "flags_no_depth_test", "no_depth_test" },
  3120. { "flags_use_point_size", "use_point_size" },
  3121. { "flags_fixed_size", "fixed_size" },
  3122. { "flags_albedo_tex_force_srgb", "albedo_texture_force_srgb" },
  3123. { "flags_do_not_receive_shadows", "disable_receive_shadows" },
  3124. { "flags_disable_ambient_light", "disable_ambient_light" },
  3125. { "params_diffuse_mode", "diffuse_mode" },
  3126. { "params_specular_mode", "specular_mode" },
  3127. { "params_blend_mode", "blend_mode" },
  3128. { "params_cull_mode", "cull_mode" },
  3129. { "params_depth_draw_mode", "params_depth_draw_mode" },
  3130. { "params_point_size", "point_size" },
  3131. { "params_billboard_mode", "billboard_mode" },
  3132. { "params_billboard_keep_scale", "billboard_keep_scale" },
  3133. { "params_grow", "grow" },
  3134. { "params_grow_amount", "grow_amount" },
  3135. { "params_alpha_scissor_threshold", "alpha_scissor_threshold" },
  3136. { "params_alpha_hash_scale", "alpha_hash_scale" },
  3137. { "params_alpha_antialiasing_edge", "alpha_antialiasing_edge" },
  3138. { "depth_scale", "heightmap_scale" },
  3139. { "depth_deep_parallax", "heightmap_deep_parallax" },
  3140. { "depth_min_layers", "heightmap_min_layers" },
  3141. { "depth_max_layers", "heightmap_max_layers" },
  3142. { "depth_flip_tangent", "heightmap_flip_tangent" },
  3143. { "depth_flip_binormal", "heightmap_flip_binormal" },
  3144. { "depth_texture", "heightmap_texture" },
  3145. { "emission_energy", "emission_energy_multiplier" },
  3146. { nullptr, nullptr },
  3147. };
  3148. int idx = 0;
  3149. while (remaps[idx].first) {
  3150. if (p_name == remaps[idx].first) {
  3151. set(remaps[idx].second, p_value);
  3152. return true;
  3153. }
  3154. idx++;
  3155. }
  3156. WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
  3157. return true;
  3158. }
  3159. }
  3160. #endif // DISABLE_DEPRECATED
  3161. ///////////////////////