material.cpp 81 KB

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  1. /*************************************************************************/
  2. /* material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "material.h"
  31. #include "scene/scene_string_names.h"
  32. void Material::set_next_pass(const Ref<Material> &p_pass) {
  33. if (next_pass == p_pass)
  34. return;
  35. next_pass = p_pass;
  36. RID next_pass_rid;
  37. if (next_pass.is_valid())
  38. next_pass_rid = next_pass->get_rid();
  39. VS::get_singleton()->material_set_next_pass(material, next_pass_rid);
  40. }
  41. Ref<Material> Material::get_next_pass() const {
  42. return next_pass;
  43. }
  44. void Material::set_render_priority(int p_priority) {
  45. ERR_FAIL_COND(p_priority < RENDER_PRIORITY_MIN);
  46. ERR_FAIL_COND(p_priority > RENDER_PRIORITY_MAX);
  47. render_priority = p_priority;
  48. VS::get_singleton()->material_set_render_priority(material, p_priority);
  49. }
  50. int Material::get_render_priority() const {
  51. return render_priority;
  52. }
  53. RID Material::get_rid() const {
  54. return material;
  55. }
  56. void Material::_validate_property(PropertyInfo &property) const {
  57. if (!_can_do_next_pass() && property.name == "next_pass") {
  58. property.usage = 0;
  59. }
  60. }
  61. void Material::_bind_methods() {
  62. ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
  63. ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
  64. ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
  65. ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
  66. 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");
  67. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
  68. BIND_CONSTANT(RENDER_PRIORITY_MAX);
  69. BIND_CONSTANT(RENDER_PRIORITY_MIN);
  70. }
  71. Material::Material() {
  72. material = VisualServer::get_singleton()->material_create();
  73. render_priority = 0;
  74. }
  75. Material::~Material() {
  76. VisualServer::get_singleton()->free(material);
  77. }
  78. ///////////////////////////////////
  79. bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
  80. if (p_name == SceneStringNames::get_singleton()->shader) {
  81. set_shader(p_value);
  82. return true;
  83. } else {
  84. if (shader.is_valid()) {
  85. StringName pr = shader->remap_param(p_name);
  86. if (!pr) {
  87. String n = p_name;
  88. if (n.find("param/") == 0) { //backwards compatibility
  89. pr = n.substr(6, n.length());
  90. }
  91. }
  92. if (pr) {
  93. VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value);
  94. return true;
  95. }
  96. }
  97. }
  98. return false;
  99. }
  100. bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
  101. if (p_name == SceneStringNames::get_singleton()->shader) {
  102. r_ret = get_shader();
  103. return true;
  104. } else {
  105. if (shader.is_valid()) {
  106. StringName pr = shader->remap_param(p_name);
  107. if (pr) {
  108. r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr);
  109. return true;
  110. }
  111. }
  112. }
  113. return false;
  114. }
  115. void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
  116. p_list->push_back(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader,ShaderGraph"));
  117. if (!shader.is_null()) {
  118. shader->get_param_list(p_list);
  119. }
  120. }
  121. void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
  122. shader = p_shader;
  123. RID rid;
  124. if (shader.is_valid())
  125. rid = shader->get_rid();
  126. VS::get_singleton()->material_set_shader(_get_material(), rid);
  127. _change_notify(); //properties for shader exposed
  128. emit_changed();
  129. }
  130. Ref<Shader> ShaderMaterial::get_shader() const {
  131. return shader;
  132. }
  133. void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
  134. VS::get_singleton()->material_set_param(_get_material(), p_param, p_value);
  135. }
  136. Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
  137. return VS::get_singleton()->material_get_param(_get_material(), p_param);
  138. }
  139. void ShaderMaterial::_bind_methods() {
  140. ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
  141. ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
  142. ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
  143. ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
  144. }
  145. void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
  146. String f = p_function.operator String();
  147. if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
  148. if (shader.is_valid()) {
  149. List<PropertyInfo> pl;
  150. shader->get_param_list(&pl);
  151. for (List<PropertyInfo>::Element *E = pl.front(); E; E = E->next()) {
  152. r_options->push_back("\"" + E->get().name.replace_first("shader_param/", "") + "\"");
  153. }
  154. }
  155. }
  156. Resource::get_argument_options(p_function, p_idx, r_options);
  157. }
  158. bool ShaderMaterial::_can_do_next_pass() const {
  159. return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
  160. }
  161. ShaderMaterial::ShaderMaterial() {
  162. }
  163. ShaderMaterial::~ShaderMaterial() {
  164. }
  165. /////////////////////////////////
  166. Mutex *SpatialMaterial::material_mutex = NULL;
  167. SelfList<SpatialMaterial>::List SpatialMaterial::dirty_materials;
  168. Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
  169. SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL;
  170. void SpatialMaterial::init_shaders() {
  171. #ifndef NO_THREADS
  172. material_mutex = Mutex::create();
  173. #endif
  174. shader_names = memnew(ShaderNames);
  175. shader_names->albedo = "albedo";
  176. shader_names->specular = "specular";
  177. shader_names->roughness = "roughness";
  178. shader_names->metallic = "metallic";
  179. shader_names->emission = "emission";
  180. shader_names->emission_energy = "emission_energy";
  181. shader_names->normal_scale = "normal_scale";
  182. shader_names->rim = "rim";
  183. shader_names->rim_tint = "rim_tint";
  184. shader_names->clearcoat = "clearcoat";
  185. shader_names->clearcoat_gloss = "clearcoat_gloss";
  186. shader_names->anisotropy = "anisotropy_ratio";
  187. shader_names->depth_scale = "depth_scale";
  188. shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
  189. shader_names->transmission = "transmission";
  190. shader_names->refraction = "refraction";
  191. shader_names->point_size = "point_size";
  192. shader_names->uv1_scale = "uv1_scale";
  193. shader_names->uv1_offset = "uv1_offset";
  194. shader_names->uv2_scale = "uv2_scale";
  195. shader_names->uv2_offset = "uv2_offset";
  196. shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
  197. shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
  198. shader_names->particles_anim_h_frames = "particles_anim_h_frames";
  199. shader_names->particles_anim_v_frames = "particles_anim_v_frames";
  200. shader_names->particles_anim_loop = "particles_anim_loop";
  201. shader_names->depth_min_layers = "depth_min_layers";
  202. shader_names->depth_max_layers = "depth_max_layers";
  203. shader_names->grow = "grow";
  204. shader_names->ao_light_affect = "ao_light_affect";
  205. shader_names->proximity_fade_distance = "proximity_fade_distance";
  206. shader_names->distance_fade_min = "distance_fade_min";
  207. shader_names->distance_fade_max = "distance_fade_max";
  208. shader_names->metallic_texture_channel = "metallic_texture_channel";
  209. shader_names->roughness_texture_channel = "roughness_texture_channel";
  210. shader_names->ao_texture_channel = "ao_texture_channel";
  211. shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
  212. shader_names->rim_texture_channel = "rim_texture_channel";
  213. shader_names->depth_texture_channel = "depth_texture_channel";
  214. shader_names->refraction_texture_channel = "refraction_texture_channel";
  215. shader_names->alpha_scissor_threshold = "alpha_scissor_threshold";
  216. shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
  217. shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
  218. shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
  219. shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
  220. shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
  221. shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
  222. shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
  223. shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
  224. shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
  225. shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
  226. shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
  227. shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission";
  228. shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
  229. shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
  230. shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
  231. shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
  232. }
  233. Ref<SpatialMaterial> SpatialMaterial::materials_for_2d[SpatialMaterial::MAX_MATERIALS_FOR_2D];
  234. void SpatialMaterial::finish_shaders() {
  235. for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
  236. materials_for_2d[i].unref();
  237. }
  238. #ifndef NO_THREADS
  239. memdelete(material_mutex);
  240. #endif
  241. memdelete(shader_names);
  242. }
  243. void SpatialMaterial::_update_shader() {
  244. dirty_materials.remove(&element);
  245. MaterialKey mk = _compute_key();
  246. if (mk.key == current_key.key)
  247. return; //no update required in the end
  248. if (shader_map.has(current_key)) {
  249. shader_map[current_key].users--;
  250. if (shader_map[current_key].users == 0) {
  251. //deallocate shader, as it's no longer in use
  252. VS::get_singleton()->free(shader_map[current_key].shader);
  253. shader_map.erase(current_key);
  254. }
  255. }
  256. current_key = mk;
  257. if (shader_map.has(mk)) {
  258. VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
  259. shader_map[mk].users++;
  260. return;
  261. }
  262. //must create a shader!
  263. String code = "shader_type spatial;\nrender_mode ";
  264. switch (blend_mode) {
  265. case BLEND_MODE_MIX: code += "blend_mix"; break;
  266. case BLEND_MODE_ADD: code += "blend_add"; break;
  267. case BLEND_MODE_SUB: code += "blend_sub"; break;
  268. case BLEND_MODE_MUL: code += "blend_mul"; break;
  269. }
  270. DepthDrawMode ddm = depth_draw_mode;
  271. if (features[FEATURE_REFRACTION]) {
  272. ddm = DEPTH_DRAW_ALWAYS;
  273. }
  274. switch (ddm) {
  275. case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
  276. case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
  277. case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
  278. case DEPTH_DRAW_ALPHA_OPAQUE_PREPASS: code += ",depth_draw_alpha_prepass"; break;
  279. }
  280. switch (cull_mode) {
  281. case CULL_BACK: code += ",cull_back"; break;
  282. case CULL_FRONT: code += ",cull_front"; break;
  283. case CULL_DISABLED: code += ",cull_disabled"; break;
  284. }
  285. switch (diffuse_mode) {
  286. case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
  287. case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break;
  288. case DIFFUSE_LAMBERT_WRAP: code += ",diffuse_lambert_wrap"; break;
  289. case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break;
  290. case DIFFUSE_TOON: code += ",diffuse_toon"; break;
  291. }
  292. switch (specular_mode) {
  293. case SPECULAR_SCHLICK_GGX: code += ",specular_schlick_ggx"; break;
  294. case SPECULAR_BLINN: code += ",specular_blinn"; break;
  295. case SPECULAR_PHONG: code += ",specular_phong"; break;
  296. case SPECULAR_TOON: code += ",specular_toon"; break;
  297. case SPECULAR_DISABLED: code += ",specular_disabled"; break;
  298. }
  299. if (flags[FLAG_UNSHADED]) {
  300. code += ",unshaded";
  301. }
  302. if (flags[FLAG_DISABLE_DEPTH_TEST]) {
  303. code += ",depth_test_disable";
  304. }
  305. if (flags[FLAG_USE_VERTEX_LIGHTING]) {
  306. code += ",vertex_lighting";
  307. }
  308. if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
  309. code += ",world_vertex_coords";
  310. }
  311. code += ";\n";
  312. code += "uniform vec4 albedo : hint_color;\n";
  313. code += "uniform sampler2D texture_albedo : hint_albedo;\n";
  314. code += "uniform float specular;\n";
  315. code += "uniform float metallic;\n";
  316. if (grow_enabled) {
  317. code += "uniform float grow;\n";
  318. }
  319. if (proximity_fade_enabled) {
  320. code += "uniform float proximity_fade_distance;\n";
  321. }
  322. if (distance_fade_enabled) {
  323. code += "uniform float distance_fade_min;\n";
  324. code += "uniform float distance_fade_max;\n";
  325. }
  326. if (flags[FLAG_USE_ALPHA_SCISSOR]) {
  327. code += "uniform float alpha_scissor_threshold;\n";
  328. }
  329. code += "uniform float roughness : hint_range(0,1);\n";
  330. code += "uniform float point_size : hint_range(0,128);\n";
  331. code += "uniform sampler2D texture_metallic : hint_white;\n";
  332. code += "uniform vec4 metallic_texture_channel;\n";
  333. code += "uniform sampler2D texture_roughness : hint_white;\n";
  334. code += "uniform vec4 roughness_texture_channel;\n";
  335. if (billboard_mode == BILLBOARD_PARTICLES) {
  336. code += "uniform int particles_anim_h_frames;\n";
  337. code += "uniform int particles_anim_v_frames;\n";
  338. code += "uniform bool particles_anim_loop;\n";
  339. }
  340. if (features[FEATURE_EMISSION]) {
  341. code += "uniform sampler2D texture_emission : hint_black_albedo;\n";
  342. code += "uniform vec4 emission : hint_color;\n";
  343. code += "uniform float emission_energy;\n";
  344. }
  345. if (features[FEATURE_REFRACTION]) {
  346. code += "uniform sampler2D texture_refraction;\n";
  347. code += "uniform float refraction : hint_range(-16,16);\n";
  348. code += "uniform vec4 refraction_texture_channel;\n";
  349. }
  350. if (features[FEATURE_NORMAL_MAPPING]) {
  351. code += "uniform sampler2D texture_normal : hint_normal;\n";
  352. code += "uniform float normal_scale : hint_range(-16,16);\n";
  353. }
  354. if (features[FEATURE_RIM]) {
  355. code += "uniform float rim : hint_range(0,1);\n";
  356. code += "uniform float rim_tint : hint_range(0,1);\n";
  357. code += "uniform sampler2D texture_rim : hint_white;\n";
  358. }
  359. if (features[FEATURE_CLEARCOAT]) {
  360. code += "uniform float clearcoat : hint_range(0,1);\n";
  361. code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
  362. code += "uniform sampler2D texture_clearcoat : hint_white;\n";
  363. }
  364. if (features[FEATURE_ANISOTROPY]) {
  365. code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
  366. code += "uniform sampler2D texture_flowmap : hint_aniso;\n";
  367. }
  368. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  369. code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
  370. code += "uniform vec4 ao_texture_channel;\n";
  371. code += "uniform float ao_light_affect;\n";
  372. }
  373. if (features[FEATURE_DETAIL]) {
  374. code += "uniform sampler2D texture_detail_albedo : hint_albedo;\n";
  375. code += "uniform sampler2D texture_detail_normal : hint_normal;\n";
  376. code += "uniform sampler2D texture_detail_mask : hint_white;\n";
  377. }
  378. if (features[FEATURE_SUBSURACE_SCATTERING]) {
  379. code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
  380. code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
  381. }
  382. if (features[FEATURE_TRANSMISSION]) {
  383. code += "uniform vec4 transmission : hint_color;\n";
  384. code += "uniform sampler2D texture_transmission : hint_black;\n";
  385. }
  386. if (features[FEATURE_DEPTH_MAPPING]) {
  387. code += "uniform sampler2D texture_depth : hint_black;\n";
  388. code += "uniform float depth_scale;\n";
  389. code += "uniform int depth_min_layers;\n";
  390. code += "uniform int depth_max_layers;\n";
  391. }
  392. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  393. code += "varying vec3 uv1_triplanar_pos;\n";
  394. }
  395. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  396. code += "varying vec3 uv2_triplanar_pos;\n";
  397. }
  398. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  399. code += "uniform float uv1_blend_sharpness;\n";
  400. code += "varying vec3 uv1_power_normal;\n";
  401. }
  402. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  403. code += "uniform float uv2_blend_sharpness;\n";
  404. code += "varying vec3 uv2_power_normal;\n";
  405. }
  406. code += "uniform vec3 uv1_scale;\n";
  407. code += "uniform vec3 uv1_offset;\n";
  408. code += "uniform vec3 uv2_scale;\n";
  409. code += "uniform vec3 uv2_offset;\n";
  410. code += "\n\n";
  411. code += "void vertex() {\n";
  412. if (flags[FLAG_SRGB_VERTEX_COLOR]) {
  413. code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
  414. }
  415. if (flags[FLAG_USE_POINT_SIZE]) {
  416. code += "\tPOINT_SIZE=point_size;\n";
  417. }
  418. if (flags[FLAG_USE_VERTEX_LIGHTING]) {
  419. code += "\tROUGHNESS=roughness;\n";
  420. }
  421. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  422. code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
  423. }
  424. switch (billboard_mode) {
  425. case BILLBOARD_DISABLED: {
  426. } break;
  427. case BILLBOARD_ENABLED: {
  428. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
  429. } break;
  430. case BILLBOARD_FIXED_Y: {
  431. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n";
  432. } break;
  433. case BILLBOARD_PARTICLES: {
  434. //make billboard
  435. code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
  436. //rotate by rotation
  437. code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n";
  438. //set modelview
  439. code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
  440. //handle animation
  441. code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
  442. code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n";
  443. code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
  444. code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
  445. code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n";
  446. //handle rotation
  447. // code += "\tmat4 rotation = mat4("
  448. } break;
  449. }
  450. if (flags[FLAG_FIXED_SIZE]) {
  451. code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
  452. //orthogonal matrix, try to do about the same
  453. //with viewport size
  454. code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
  455. code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
  456. code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
  457. code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
  458. code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
  459. code += "\t} else {\n";
  460. //just scale by depth
  461. code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
  462. code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
  463. code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
  464. code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
  465. code += "\t}\n";
  466. }
  467. if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
  468. code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
  469. }
  470. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  471. //generate tangent and binormal in world space
  472. code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
  473. code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
  474. code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
  475. code += "\tTANGENT = normalize(TANGENT);\n";
  476. code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
  477. code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
  478. code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
  479. code += "\tBINORMAL = normalize(BINORMAL);\n";
  480. }
  481. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  482. code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
  483. code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
  484. code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
  485. code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  486. }
  487. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  488. code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
  489. code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
  490. code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
  491. code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
  492. }
  493. if (grow_enabled) {
  494. code += "\tVERTEX+=NORMAL*grow;\n";
  495. }
  496. code += "}\n";
  497. code += "\n\n";
  498. if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
  499. code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
  500. code += "\tvec4 samp=vec4(0.0);\n";
  501. code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
  502. code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
  503. code += "\tsamp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
  504. code += "\treturn samp;\n";
  505. code += "}\n";
  506. }
  507. code += "\n\n";
  508. code += "void fragment() {\n";
  509. if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
  510. code += "\tvec2 base_uv = UV;\n";
  511. }
  512. if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2])) {
  513. code += "\tvec2 base_uv2 = UV2;\n";
  514. }
  515. if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
  516. code += "\t{\n";
  517. code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace
  518. if (deep_parallax) {
  519. code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
  520. code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
  521. code += "\t\tfloat current_layer_depth = 0.0;\n";
  522. code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
  523. code += "\t\tvec2 delta = P / num_layers;\n";
  524. code += "\t\tvec2 ofs = base_uv;\n";
  525. code += "\t\tfloat depth = texture(texture_depth, ofs).r;\n";
  526. code += "\t\tfloat current_depth = 0.0;\n";
  527. code += "\t\twhile(current_depth < depth) {\n";
  528. code += "\t\t\tofs -= delta;\n";
  529. code += "\t\t\tdepth = texture(texture_depth, ofs).r;\n";
  530. code += "\t\t\tcurrent_depth += layer_depth;\n";
  531. code += "\t\t}\n";
  532. code += "\t\tvec2 prev_ofs = ofs + delta;\n";
  533. code += "\t\tfloat after_depth = depth - current_depth;\n";
  534. code += "\t\tfloat before_depth = texture(texture_depth, prev_ofs).r - current_depth + layer_depth;\n";
  535. code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
  536. code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
  537. } else {
  538. code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
  539. code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
  540. }
  541. code += "\t\tbase_uv=ofs;\n";
  542. if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
  543. code += "\t\tbase_uv2-=ofs;\n";
  544. }
  545. code += "\t}\n";
  546. }
  547. if (flags[FLAG_USE_POINT_SIZE]) {
  548. code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
  549. } else {
  550. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  551. code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
  552. } else {
  553. code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
  554. }
  555. }
  556. if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
  557. code += "\talbedo_tex *= COLOR;\n";
  558. }
  559. code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
  560. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  561. code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
  562. } else {
  563. code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
  564. }
  565. code += "\tMETALLIC = metallic_tex * metallic;\n";
  566. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  567. code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
  568. } else {
  569. code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
  570. }
  571. code += "\tROUGHNESS = roughness_tex * roughness;\n";
  572. code += "\tSPECULAR = specular;\n";
  573. if (features[FEATURE_NORMAL_MAPPING]) {
  574. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  575. code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  576. } else {
  577. code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
  578. }
  579. code += "\tNORMALMAP_DEPTH = normal_scale;\n";
  580. }
  581. if (features[FEATURE_EMISSION]) {
  582. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  583. code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  584. } else {
  585. code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
  586. }
  587. code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
  588. }
  589. if (features[FEATURE_REFRACTION] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //refraction not supported with triplanar
  590. if (features[FEATURE_NORMAL_MAPPING]) {
  591. code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n";
  592. } else {
  593. code += "\tvec3 ref_normal = NORMAL;\n";
  594. }
  595. code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
  596. code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
  597. code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
  598. code += "\tALBEDO *= 1.0 - ref_amount;\n";
  599. code += "\tALPHA = 1.0;\n";
  600. } else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || distance_fade_enabled || proximity_fade_enabled) {
  601. code += "\tALPHA = albedo.a * albedo_tex.a;\n";
  602. }
  603. if (proximity_fade_enabled) {
  604. code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
  605. code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
  606. code += "\tworld_pos.xyz/=world_pos.w;\n";
  607. code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
  608. }
  609. if (distance_fade_enabled) {
  610. code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
  611. }
  612. if (features[FEATURE_RIM]) {
  613. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  614. code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  615. } else {
  616. code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
  617. }
  618. code += "\tRIM = rim*rim_tex.x;";
  619. code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
  620. }
  621. if (features[FEATURE_CLEARCOAT]) {
  622. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  623. code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
  624. } else {
  625. code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
  626. }
  627. code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
  628. code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
  629. }
  630. if (features[FEATURE_ANISOTROPY]) {
  631. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  632. code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
  633. } else {
  634. code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
  635. }
  636. code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
  637. code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
  638. }
  639. if (features[FEATURE_AMBIENT_OCCLUSION]) {
  640. if (flags[FLAG_AO_ON_UV2]) {
  641. if (flags[FLAG_UV2_USE_TRIPLANAR]) {
  642. code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
  643. } else {
  644. code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
  645. }
  646. } else {
  647. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  648. code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
  649. } else {
  650. code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
  651. }
  652. }
  653. code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
  654. }
  655. if (features[FEATURE_SUBSURACE_SCATTERING]) {
  656. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  657. code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
  658. } else {
  659. code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
  660. }
  661. code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
  662. }
  663. if (features[FEATURE_TRANSMISSION]) {
  664. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  665. code += "\tvec3 transmission_tex = triplanar_texture(texture_transmission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
  666. } else {
  667. code += "\tvec3 transmission_tex = texture(texture_transmission,base_uv).rgb;\n";
  668. }
  669. code += "\tTRANSMISSION = (transmission.rgb+transmission_tex);\n";
  670. }
  671. if (features[FEATURE_DETAIL]) {
  672. bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
  673. if (triplanar) {
  674. String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
  675. code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  676. code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
  677. } else {
  678. String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
  679. code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
  680. code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
  681. }
  682. if (flags[FLAG_UV1_USE_TRIPLANAR]) {
  683. code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n";
  684. } else {
  685. code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
  686. }
  687. switch (detail_blend_mode) {
  688. case BLEND_MODE_MIX: {
  689. code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
  690. } break;
  691. case BLEND_MODE_ADD: {
  692. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
  693. } break;
  694. case BLEND_MODE_SUB: {
  695. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
  696. } break;
  697. case BLEND_MODE_MUL: {
  698. code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
  699. } break;
  700. }
  701. code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
  702. code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
  703. code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
  704. }
  705. if (flags[FLAG_USE_ALPHA_SCISSOR]) {
  706. code += "\tALPHA_SCISSOR=alpha_scissor_threshold;\n";
  707. }
  708. code += "}\n";
  709. ShaderData shader_data;
  710. shader_data.shader = VS::get_singleton()->shader_create();
  711. shader_data.users = 1;
  712. VS::get_singleton()->shader_set_code(shader_data.shader, code);
  713. shader_map[mk] = shader_data;
  714. VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
  715. }
  716. void SpatialMaterial::flush_changes() {
  717. if (material_mutex)
  718. material_mutex->lock();
  719. while (dirty_materials.first()) {
  720. dirty_materials.first()->self()->_update_shader();
  721. }
  722. if (material_mutex)
  723. material_mutex->unlock();
  724. }
  725. void SpatialMaterial::_queue_shader_change() {
  726. if (material_mutex)
  727. material_mutex->lock();
  728. if (!element.in_list()) {
  729. dirty_materials.add(&element);
  730. }
  731. if (material_mutex)
  732. material_mutex->unlock();
  733. }
  734. bool SpatialMaterial::_is_shader_dirty() const {
  735. bool dirty = false;
  736. if (material_mutex)
  737. material_mutex->lock();
  738. dirty = element.in_list();
  739. if (material_mutex)
  740. material_mutex->unlock();
  741. return dirty;
  742. }
  743. void SpatialMaterial::set_albedo(const Color &p_albedo) {
  744. albedo = p_albedo;
  745. VS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
  746. }
  747. Color SpatialMaterial::get_albedo() const {
  748. return albedo;
  749. }
  750. void SpatialMaterial::set_specular(float p_specular) {
  751. specular = p_specular;
  752. VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
  753. }
  754. float SpatialMaterial::get_specular() const {
  755. return specular;
  756. }
  757. void SpatialMaterial::set_roughness(float p_roughness) {
  758. roughness = p_roughness;
  759. VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
  760. }
  761. float SpatialMaterial::get_roughness() const {
  762. return roughness;
  763. }
  764. void SpatialMaterial::set_metallic(float p_metallic) {
  765. metallic = p_metallic;
  766. VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
  767. }
  768. float SpatialMaterial::get_metallic() const {
  769. return metallic;
  770. }
  771. void SpatialMaterial::set_emission(const Color &p_emission) {
  772. emission = p_emission;
  773. VS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission);
  774. }
  775. Color SpatialMaterial::get_emission() const {
  776. return emission;
  777. }
  778. void SpatialMaterial::set_emission_energy(float p_emission_energy) {
  779. emission_energy = p_emission_energy;
  780. VS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
  781. }
  782. float SpatialMaterial::get_emission_energy() const {
  783. return emission_energy;
  784. }
  785. void SpatialMaterial::set_normal_scale(float p_normal_scale) {
  786. normal_scale = p_normal_scale;
  787. VS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
  788. }
  789. float SpatialMaterial::get_normal_scale() const {
  790. return normal_scale;
  791. }
  792. void SpatialMaterial::set_rim(float p_rim) {
  793. rim = p_rim;
  794. VS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
  795. }
  796. float SpatialMaterial::get_rim() const {
  797. return rim;
  798. }
  799. void SpatialMaterial::set_rim_tint(float p_rim_tint) {
  800. rim_tint = p_rim_tint;
  801. VS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
  802. }
  803. float SpatialMaterial::get_rim_tint() const {
  804. return rim_tint;
  805. }
  806. void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
  807. ao_light_affect = p_ao_light_affect;
  808. VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
  809. }
  810. float SpatialMaterial::get_ao_light_affect() const {
  811. return ao_light_affect;
  812. }
  813. void SpatialMaterial::set_clearcoat(float p_clearcoat) {
  814. clearcoat = p_clearcoat;
  815. VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat, p_clearcoat);
  816. }
  817. float SpatialMaterial::get_clearcoat() const {
  818. return clearcoat;
  819. }
  820. void SpatialMaterial::set_clearcoat_gloss(float p_clearcoat_gloss) {
  821. clearcoat_gloss = p_clearcoat_gloss;
  822. VS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
  823. }
  824. float SpatialMaterial::get_clearcoat_gloss() const {
  825. return clearcoat_gloss;
  826. }
  827. void SpatialMaterial::set_anisotropy(float p_anisotropy) {
  828. anisotropy = p_anisotropy;
  829. VS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy);
  830. }
  831. float SpatialMaterial::get_anisotropy() const {
  832. return anisotropy;
  833. }
  834. void SpatialMaterial::set_depth_scale(float p_depth_scale) {
  835. depth_scale = p_depth_scale;
  836. VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
  837. }
  838. float SpatialMaterial::get_depth_scale() const {
  839. return depth_scale;
  840. }
  841. void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
  842. subsurface_scattering_strength = p_subsurface_scattering_strength;
  843. VS::get_singleton()->material_set_param(_get_material(), shader_names->subsurface_scattering_strength, subsurface_scattering_strength);
  844. }
  845. float SpatialMaterial::get_subsurface_scattering_strength() const {
  846. return subsurface_scattering_strength;
  847. }
  848. void SpatialMaterial::set_transmission(const Color &p_transmission) {
  849. transmission = p_transmission;
  850. VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission);
  851. }
  852. Color SpatialMaterial::get_transmission() const {
  853. return transmission;
  854. }
  855. void SpatialMaterial::set_refraction(float p_refraction) {
  856. refraction = p_refraction;
  857. VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction, refraction);
  858. }
  859. float SpatialMaterial::get_refraction() const {
  860. return refraction;
  861. }
  862. void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
  863. if (detail_uv == p_detail_uv)
  864. return;
  865. detail_uv = p_detail_uv;
  866. _queue_shader_change();
  867. }
  868. SpatialMaterial::DetailUV SpatialMaterial::get_detail_uv() const {
  869. return detail_uv;
  870. }
  871. void SpatialMaterial::set_blend_mode(BlendMode p_mode) {
  872. if (blend_mode == p_mode)
  873. return;
  874. blend_mode = p_mode;
  875. _queue_shader_change();
  876. }
  877. SpatialMaterial::BlendMode SpatialMaterial::get_blend_mode() const {
  878. return blend_mode;
  879. }
  880. void SpatialMaterial::set_detail_blend_mode(BlendMode p_mode) {
  881. detail_blend_mode = p_mode;
  882. _queue_shader_change();
  883. }
  884. SpatialMaterial::BlendMode SpatialMaterial::get_detail_blend_mode() const {
  885. return detail_blend_mode;
  886. }
  887. void SpatialMaterial::set_depth_draw_mode(DepthDrawMode p_mode) {
  888. if (depth_draw_mode == p_mode)
  889. return;
  890. depth_draw_mode = p_mode;
  891. _queue_shader_change();
  892. }
  893. SpatialMaterial::DepthDrawMode SpatialMaterial::get_depth_draw_mode() const {
  894. return depth_draw_mode;
  895. }
  896. void SpatialMaterial::set_cull_mode(CullMode p_mode) {
  897. if (cull_mode == p_mode)
  898. return;
  899. cull_mode = p_mode;
  900. _queue_shader_change();
  901. }
  902. SpatialMaterial::CullMode SpatialMaterial::get_cull_mode() const {
  903. return cull_mode;
  904. }
  905. void SpatialMaterial::set_diffuse_mode(DiffuseMode p_mode) {
  906. if (diffuse_mode == p_mode)
  907. return;
  908. diffuse_mode = p_mode;
  909. _queue_shader_change();
  910. }
  911. SpatialMaterial::DiffuseMode SpatialMaterial::get_diffuse_mode() const {
  912. return diffuse_mode;
  913. }
  914. void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
  915. if (specular_mode == p_mode)
  916. return;
  917. specular_mode = p_mode;
  918. _queue_shader_change();
  919. }
  920. SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
  921. return specular_mode;
  922. }
  923. void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
  924. ERR_FAIL_INDEX(p_flag, FLAG_MAX);
  925. if (flags[p_flag] == p_enabled)
  926. return;
  927. flags[p_flag] = p_enabled;
  928. if (p_flag == FLAG_USE_ALPHA_SCISSOR) {
  929. _change_notify();
  930. }
  931. _queue_shader_change();
  932. }
  933. bool SpatialMaterial::get_flag(Flags p_flag) const {
  934. ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
  935. return flags[p_flag];
  936. }
  937. void SpatialMaterial::set_feature(Feature p_feature, bool p_enabled) {
  938. ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
  939. if (features[p_feature] == p_enabled)
  940. return;
  941. features[p_feature] = p_enabled;
  942. _change_notify();
  943. _queue_shader_change();
  944. }
  945. bool SpatialMaterial::get_feature(Feature p_feature) const {
  946. ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
  947. return features[p_feature];
  948. }
  949. void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_texture) {
  950. ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
  951. textures[p_param] = p_texture;
  952. RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
  953. VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
  954. }
  955. Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
  956. ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture>());
  957. return textures[p_param];
  958. }
  959. Ref<Texture> SpatialMaterial::get_texture_by_name(StringName p_name) const {
  960. for (int i = 0; i < (int)SpatialMaterial::TEXTURE_MAX; i++) {
  961. TextureParam param = TextureParam(i);
  962. if (p_name == shader_names->texture_names[param])
  963. return textures[param];
  964. }
  965. return Ref<Texture>();
  966. }
  967. void SpatialMaterial::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
  968. if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
  969. property.usage = 0;
  970. }
  971. }
  972. void SpatialMaterial::_validate_property(PropertyInfo &property) const {
  973. _validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
  974. _validate_feature("emission", FEATURE_EMISSION, property);
  975. _validate_feature("rim", FEATURE_RIM, property);
  976. _validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
  977. _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
  978. _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
  979. _validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
  980. _validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
  981. _validate_feature("transmission", FEATURE_TRANSMISSION, property);
  982. _validate_feature("refraction", FEATURE_REFRACTION, property);
  983. _validate_feature("detail", FEATURE_DETAIL, property);
  984. if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
  985. property.usage = 0;
  986. }
  987. if (property.name == "params_grow_amount" && !grow_enabled) {
  988. property.usage = 0;
  989. }
  990. if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
  991. property.usage = 0;
  992. }
  993. if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && !distance_fade_enabled) {
  994. property.usage = 0;
  995. }
  996. if (property.name == "params_alpha_scissor_threshold" && !flags[FLAG_USE_ALPHA_SCISSOR]) {
  997. property.usage = 0;
  998. }
  999. if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
  1000. property.usage = 0;
  1001. }
  1002. }
  1003. void SpatialMaterial::set_line_width(float p_line_width) {
  1004. line_width = p_line_width;
  1005. VS::get_singleton()->material_set_line_width(_get_material(), line_width);
  1006. }
  1007. float SpatialMaterial::get_line_width() const {
  1008. return line_width;
  1009. }
  1010. void SpatialMaterial::set_point_size(float p_point_size) {
  1011. point_size = p_point_size;
  1012. VS::get_singleton()->material_set_param(_get_material(), shader_names->point_size, p_point_size);
  1013. }
  1014. float SpatialMaterial::get_point_size() const {
  1015. return point_size;
  1016. }
  1017. void SpatialMaterial::set_uv1_scale(const Vector3 &p_scale) {
  1018. uv1_scale = p_scale;
  1019. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_scale, p_scale);
  1020. }
  1021. Vector3 SpatialMaterial::get_uv1_scale() const {
  1022. return uv1_scale;
  1023. }
  1024. void SpatialMaterial::set_uv1_offset(const Vector3 &p_offset) {
  1025. uv1_offset = p_offset;
  1026. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset);
  1027. }
  1028. Vector3 SpatialMaterial::get_uv1_offset() const {
  1029. return uv1_offset;
  1030. }
  1031. void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
  1032. uv1_triplanar_sharpness = p_sharpness;
  1033. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
  1034. }
  1035. float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const {
  1036. return uv1_triplanar_sharpness;
  1037. }
  1038. void SpatialMaterial::set_uv2_scale(const Vector3 &p_scale) {
  1039. uv2_scale = p_scale;
  1040. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_scale, p_scale);
  1041. }
  1042. Vector3 SpatialMaterial::get_uv2_scale() const {
  1043. return uv2_scale;
  1044. }
  1045. void SpatialMaterial::set_uv2_offset(const Vector3 &p_offset) {
  1046. uv2_offset = p_offset;
  1047. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_offset, p_offset);
  1048. }
  1049. Vector3 SpatialMaterial::get_uv2_offset() const {
  1050. return uv2_offset;
  1051. }
  1052. void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
  1053. uv2_triplanar_sharpness = p_sharpness;
  1054. VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
  1055. }
  1056. float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {
  1057. return uv2_triplanar_sharpness;
  1058. }
  1059. void SpatialMaterial::set_billboard_mode(BillboardMode p_mode) {
  1060. billboard_mode = p_mode;
  1061. _queue_shader_change();
  1062. _change_notify();
  1063. }
  1064. SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
  1065. return billboard_mode;
  1066. }
  1067. void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
  1068. particles_anim_h_frames = p_frames;
  1069. VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
  1070. }
  1071. int SpatialMaterial::get_particles_anim_h_frames() const {
  1072. return particles_anim_h_frames;
  1073. }
  1074. void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
  1075. particles_anim_v_frames = p_frames;
  1076. VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
  1077. }
  1078. int SpatialMaterial::get_particles_anim_v_frames() const {
  1079. return particles_anim_v_frames;
  1080. }
  1081. void SpatialMaterial::set_particles_anim_loop(int p_frames) {
  1082. particles_anim_loop = p_frames;
  1083. VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames);
  1084. }
  1085. int SpatialMaterial::get_particles_anim_loop() const {
  1086. return particles_anim_loop;
  1087. }
  1088. void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
  1089. deep_parallax = p_enable;
  1090. _queue_shader_change();
  1091. _change_notify();
  1092. }
  1093. bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
  1094. return deep_parallax;
  1095. }
  1096. void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
  1097. deep_parallax_min_layers = p_layer;
  1098. VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
  1099. }
  1100. int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
  1101. return deep_parallax_min_layers;
  1102. }
  1103. void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
  1104. deep_parallax_max_layers = p_layer;
  1105. VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
  1106. }
  1107. int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
  1108. return deep_parallax_max_layers;
  1109. }
  1110. void SpatialMaterial::set_grow_enabled(bool p_enable) {
  1111. grow_enabled = p_enable;
  1112. _queue_shader_change();
  1113. _change_notify();
  1114. }
  1115. bool SpatialMaterial::is_grow_enabled() const {
  1116. return grow_enabled;
  1117. }
  1118. void SpatialMaterial::set_alpha_scissor_threshold(float p_treshold) {
  1119. alpha_scissor_threshold = p_treshold;
  1120. VS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_scissor_threshold, p_treshold);
  1121. }
  1122. float SpatialMaterial::get_alpha_scissor_threshold() const {
  1123. return alpha_scissor_threshold;
  1124. }
  1125. void SpatialMaterial::set_grow(float p_grow) {
  1126. grow = p_grow;
  1127. VS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
  1128. }
  1129. float SpatialMaterial::get_grow() const {
  1130. return grow;
  1131. }
  1132. static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
  1133. static const Plane masks[5] = {
  1134. Plane(1, 0, 0, 0),
  1135. Plane(0, 1, 0, 0),
  1136. Plane(0, 0, 1, 0),
  1137. Plane(0, 0, 0, 1),
  1138. Plane(0.3333333, 0.3333333, 0.3333333, 0),
  1139. };
  1140. return masks[p_channel];
  1141. }
  1142. void SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
  1143. ERR_FAIL_INDEX(p_channel, 5);
  1144. metallic_texture_channel = p_channel;
  1145. VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
  1146. }
  1147. SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel() const {
  1148. return metallic_texture_channel;
  1149. }
  1150. void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
  1151. ERR_FAIL_INDEX(p_channel, 5);
  1152. roughness_texture_channel = p_channel;
  1153. VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
  1154. }
  1155. SpatialMaterial::TextureChannel SpatialMaterial::get_roughness_texture_channel() const {
  1156. return roughness_texture_channel;
  1157. }
  1158. void SpatialMaterial::set_ao_texture_channel(TextureChannel p_channel) {
  1159. ao_texture_channel = p_channel;
  1160. VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
  1161. }
  1162. SpatialMaterial::TextureChannel SpatialMaterial::get_ao_texture_channel() const {
  1163. return ao_texture_channel;
  1164. }
  1165. void SpatialMaterial::set_refraction_texture_channel(TextureChannel p_channel) {
  1166. refraction_texture_channel = p_channel;
  1167. VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
  1168. }
  1169. SpatialMaterial::TextureChannel SpatialMaterial::get_refraction_texture_channel() const {
  1170. return refraction_texture_channel;
  1171. }
  1172. RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass) {
  1173. int version = 0;
  1174. if (p_shaded)
  1175. version = 1;
  1176. if (p_transparent)
  1177. version |= 2;
  1178. if (p_cut_alpha)
  1179. version |= 4;
  1180. if (p_opaque_prepass)
  1181. version |= 8;
  1182. if (p_double_sided)
  1183. version |= 16;
  1184. if (materials_for_2d[version].is_valid()) {
  1185. return materials_for_2d[version]->get_rid();
  1186. }
  1187. Ref<SpatialMaterial> material;
  1188. material.instance();
  1189. material->set_flag(FLAG_UNSHADED, !p_shaded);
  1190. material->set_feature(FEATURE_TRANSPARENT, p_transparent);
  1191. material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
  1192. material->set_depth_draw_mode(p_opaque_prepass ? DEPTH_DRAW_ALPHA_OPAQUE_PREPASS : DEPTH_DRAW_OPAQUE_ONLY);
  1193. material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
  1194. material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
  1195. material->set_flag(FLAG_USE_ALPHA_SCISSOR, p_cut_alpha);
  1196. materials_for_2d[version] = material;
  1197. return materials_for_2d[version]->get_rid();
  1198. }
  1199. void SpatialMaterial::set_on_top_of_alpha() {
  1200. set_feature(FEATURE_TRANSPARENT, true);
  1201. set_render_priority(RENDER_PRIORITY_MAX);
  1202. set_flag(FLAG_DISABLE_DEPTH_TEST, true);
  1203. }
  1204. void SpatialMaterial::set_proximity_fade(bool p_enable) {
  1205. proximity_fade_enabled = p_enable;
  1206. _queue_shader_change();
  1207. _change_notify();
  1208. }
  1209. bool SpatialMaterial::is_proximity_fade_enabled() const {
  1210. return proximity_fade_enabled;
  1211. }
  1212. void SpatialMaterial::set_proximity_fade_distance(float p_distance) {
  1213. proximity_fade_distance = p_distance;
  1214. VS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance);
  1215. }
  1216. float SpatialMaterial::get_proximity_fade_distance() const {
  1217. return proximity_fade_distance;
  1218. }
  1219. void SpatialMaterial::set_distance_fade(bool p_enable) {
  1220. distance_fade_enabled = p_enable;
  1221. _queue_shader_change();
  1222. _change_notify();
  1223. }
  1224. bool SpatialMaterial::is_distance_fade_enabled() const {
  1225. return distance_fade_enabled;
  1226. }
  1227. void SpatialMaterial::set_distance_fade_max_distance(float p_distance) {
  1228. distance_fade_max_distance = p_distance;
  1229. VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance);
  1230. }
  1231. float SpatialMaterial::get_distance_fade_max_distance() const {
  1232. return distance_fade_max_distance;
  1233. }
  1234. void SpatialMaterial::set_distance_fade_min_distance(float p_distance) {
  1235. distance_fade_min_distance = p_distance;
  1236. VS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_min, distance_fade_min_distance);
  1237. }
  1238. float SpatialMaterial::get_distance_fade_min_distance() const {
  1239. return distance_fade_min_distance;
  1240. }
  1241. RID SpatialMaterial::get_shader_rid() const {
  1242. ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
  1243. return shader_map[current_key].shader;
  1244. }
  1245. void SpatialMaterial::_bind_methods() {
  1246. ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
  1247. ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
  1248. ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
  1249. ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
  1250. ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
  1251. ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
  1252. ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
  1253. ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
  1254. ClassDB::bind_method(D_METHOD("set_emission", "emission"), &SpatialMaterial::set_emission);
  1255. ClassDB::bind_method(D_METHOD("get_emission"), &SpatialMaterial::get_emission);
  1256. ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &SpatialMaterial::set_emission_energy);
  1257. ClassDB::bind_method(D_METHOD("get_emission_energy"), &SpatialMaterial::get_emission_energy);
  1258. ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &SpatialMaterial::set_normal_scale);
  1259. ClassDB::bind_method(D_METHOD("get_normal_scale"), &SpatialMaterial::get_normal_scale);
  1260. ClassDB::bind_method(D_METHOD("set_rim", "rim"), &SpatialMaterial::set_rim);
  1261. ClassDB::bind_method(D_METHOD("get_rim"), &SpatialMaterial::get_rim);
  1262. ClassDB::bind_method(D_METHOD("set_rim_tint", "rim_tint"), &SpatialMaterial::set_rim_tint);
  1263. ClassDB::bind_method(D_METHOD("get_rim_tint"), &SpatialMaterial::get_rim_tint);
  1264. ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &SpatialMaterial::set_clearcoat);
  1265. ClassDB::bind_method(D_METHOD("get_clearcoat"), &SpatialMaterial::get_clearcoat);
  1266. ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &SpatialMaterial::set_clearcoat_gloss);
  1267. ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &SpatialMaterial::get_clearcoat_gloss);
  1268. ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
  1269. ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
  1270. ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
  1271. ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
  1272. ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
  1273. ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
  1274. ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &SpatialMaterial::set_transmission);
  1275. ClassDB::bind_method(D_METHOD("get_transmission"), &SpatialMaterial::get_transmission);
  1276. ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
  1277. ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
  1278. ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
  1279. ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
  1280. ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size);
  1281. ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
  1282. ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &SpatialMaterial::set_detail_uv);
  1283. ClassDB::bind_method(D_METHOD("get_detail_uv"), &SpatialMaterial::get_detail_uv);
  1284. ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &SpatialMaterial::set_blend_mode);
  1285. ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpatialMaterial::get_blend_mode);
  1286. ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &SpatialMaterial::set_depth_draw_mode);
  1287. ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &SpatialMaterial::get_depth_draw_mode);
  1288. ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &SpatialMaterial::set_cull_mode);
  1289. ClassDB::bind_method(D_METHOD("get_cull_mode"), &SpatialMaterial::get_cull_mode);
  1290. ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &SpatialMaterial::set_diffuse_mode);
  1291. ClassDB::bind_method(D_METHOD("get_diffuse_mode"), &SpatialMaterial::get_diffuse_mode);
  1292. ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
  1293. ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
  1294. ClassDB::bind_method(D_METHOD("set_flag", "flag", "enable"), &SpatialMaterial::set_flag);
  1295. ClassDB::bind_method(D_METHOD("get_flag", "flag"), &SpatialMaterial::get_flag);
  1296. ClassDB::bind_method(D_METHOD("set_feature", "feature", "enable"), &SpatialMaterial::set_feature);
  1297. ClassDB::bind_method(D_METHOD("get_feature", "feature"), &SpatialMaterial::get_feature);
  1298. ClassDB::bind_method(D_METHOD("set_texture", "param", "texture"), &SpatialMaterial::set_texture);
  1299. ClassDB::bind_method(D_METHOD("get_texture", "param"), &SpatialMaterial::get_texture);
  1300. ClassDB::bind_method(D_METHOD("set_detail_blend_mode", "detail_blend_mode"), &SpatialMaterial::set_detail_blend_mode);
  1301. ClassDB::bind_method(D_METHOD("get_detail_blend_mode"), &SpatialMaterial::get_detail_blend_mode);
  1302. ClassDB::bind_method(D_METHOD("set_uv1_scale", "scale"), &SpatialMaterial::set_uv1_scale);
  1303. ClassDB::bind_method(D_METHOD("get_uv1_scale"), &SpatialMaterial::get_uv1_scale);
  1304. ClassDB::bind_method(D_METHOD("set_uv1_offset", "offset"), &SpatialMaterial::set_uv1_offset);
  1305. ClassDB::bind_method(D_METHOD("get_uv1_offset"), &SpatialMaterial::get_uv1_offset);
  1306. ClassDB::bind_method(D_METHOD("set_uv1_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv1_triplanar_blend_sharpness);
  1307. ClassDB::bind_method(D_METHOD("get_uv1_triplanar_blend_sharpness"), &SpatialMaterial::get_uv1_triplanar_blend_sharpness);
  1308. ClassDB::bind_method(D_METHOD("set_uv2_scale", "scale"), &SpatialMaterial::set_uv2_scale);
  1309. ClassDB::bind_method(D_METHOD("get_uv2_scale"), &SpatialMaterial::get_uv2_scale);
  1310. ClassDB::bind_method(D_METHOD("set_uv2_offset", "offset"), &SpatialMaterial::set_uv2_offset);
  1311. ClassDB::bind_method(D_METHOD("get_uv2_offset"), &SpatialMaterial::get_uv2_offset);
  1312. ClassDB::bind_method(D_METHOD("set_uv2_triplanar_blend_sharpness", "sharpness"), &SpatialMaterial::set_uv2_triplanar_blend_sharpness);
  1313. ClassDB::bind_method(D_METHOD("get_uv2_triplanar_blend_sharpness"), &SpatialMaterial::get_uv2_triplanar_blend_sharpness);
  1314. ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpatialMaterial::set_billboard_mode);
  1315. ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpatialMaterial::get_billboard_mode);
  1316. ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &SpatialMaterial::set_particles_anim_h_frames);
  1317. ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &SpatialMaterial::get_particles_anim_h_frames);
  1318. ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
  1319. ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames);
  1320. ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop);
  1321. ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
  1322. ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
  1323. ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
  1324. ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
  1325. ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
  1326. ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
  1327. ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
  1328. ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
  1329. ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
  1330. ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
  1331. ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::get_ao_light_affect);
  1332. ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
  1333. ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
  1334. ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled);
  1335. ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::is_grow_enabled);
  1336. ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &SpatialMaterial::set_metallic_texture_channel);
  1337. ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &SpatialMaterial::get_metallic_texture_channel);
  1338. ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &SpatialMaterial::set_roughness_texture_channel);
  1339. ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &SpatialMaterial::get_roughness_texture_channel);
  1340. ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &SpatialMaterial::set_ao_texture_channel);
  1341. ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &SpatialMaterial::get_ao_texture_channel);
  1342. ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &SpatialMaterial::set_refraction_texture_channel);
  1343. ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &SpatialMaterial::get_refraction_texture_channel);
  1344. ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &SpatialMaterial::set_proximity_fade);
  1345. ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &SpatialMaterial::is_proximity_fade_enabled);
  1346. ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &SpatialMaterial::set_proximity_fade_distance);
  1347. ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &SpatialMaterial::get_proximity_fade_distance);
  1348. ClassDB::bind_method(D_METHOD("set_distance_fade", "enabled"), &SpatialMaterial::set_distance_fade);
  1349. ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &SpatialMaterial::is_distance_fade_enabled);
  1350. ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &SpatialMaterial::set_distance_fade_max_distance);
  1351. ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &SpatialMaterial::get_distance_fade_max_distance);
  1352. ClassDB::bind_method(D_METHOD("set_distance_fade_min_distance", "distance"), &SpatialMaterial::set_distance_fade_min_distance);
  1353. ClassDB::bind_method(D_METHOD("get_distance_fade_min_distance"), &SpatialMaterial::get_distance_fade_min_distance);
  1354. ADD_GROUP("Flags", "flags_");
  1355. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
  1356. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
  1357. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
  1358. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
  1359. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
  1360. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_world_triplanar"), "set_flag", "get_flag", FLAG_TRIPLANAR_USE_WORLD);
  1361. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
  1362. ADD_GROUP("Vertex Color", "vertex_color");
  1363. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
  1364. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
  1365. ADD_GROUP("Parameters", "params_");
  1366. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Oren Nayar,Toon"), "set_diffuse_mode", "get_diffuse_mode");
  1367. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
  1368. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
  1369. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
  1370. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
  1371. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
  1372. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
  1373. ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
  1374. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled");
  1375. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,10,0.01"), "set_grow", "get_grow");
  1376. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_use_alpha_scissor"), "set_flag", "get_flag", FLAG_USE_ALPHA_SCISSOR);
  1377. ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
  1378. ADD_GROUP("Particles Anim", "particles_anim_");
  1379. 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");
  1380. 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");
  1381. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
  1382. ADD_GROUP("Albedo", "albedo_");
  1383. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
  1384. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
  1385. ADD_GROUP("Metallic", "metallic_");
  1386. ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
  1387. ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
  1388. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC);
  1389. ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
  1390. ADD_GROUP("Roughness", "roughness_");
  1391. ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
  1392. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
  1393. ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
  1394. ADD_GROUP("Emission", "emission_");
  1395. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
  1396. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
  1397. ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_emission_energy", "get_emission_energy");
  1398. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
  1399. ADD_GROUP("NormalMap", "normal_");
  1400. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
  1401. ADD_PROPERTY(PropertyInfo(Variant::REAL, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
  1402. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
  1403. ADD_GROUP("Rim", "rim_");
  1404. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "rim_enabled"), "set_feature", "get_feature", FEATURE_RIM);
  1405. ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim", "get_rim");
  1406. ADD_PROPERTY(PropertyInfo(Variant::REAL, "rim_tint", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_rim_tint", "get_rim_tint");
  1407. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "rim_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_RIM);
  1408. ADD_GROUP("Clearcoat", "clearcoat_");
  1409. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
  1410. ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
  1411. ADD_PROPERTY(PropertyInfo(Variant::REAL, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
  1412. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
  1413. ADD_GROUP("Anisotropy", "anisotropy_");
  1414. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anisotropy_enabled"), "set_feature", "get_feature", FEATURE_ANISOTROPY);
  1415. ADD_PROPERTY(PropertyInfo(Variant::REAL, "anisotropy", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_anisotropy", "get_anisotropy");
  1416. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anisotropy_flowmap", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_FLOWMAP);
  1417. ADD_GROUP("Ambient Occlusion", "ao_");
  1418. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
  1419. ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
  1420. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
  1421. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
  1422. ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
  1423. ADD_GROUP("Depth", "depth_");
  1424. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
  1425. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
  1426. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
  1427. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
  1428. ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
  1429. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
  1430. ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
  1431. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
  1432. ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
  1433. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING);
  1434. ADD_GROUP("Transmission", "transmission_");
  1435. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transmission_enabled"), "set_feature", "get_feature", FEATURE_TRANSMISSION);
  1436. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "transmission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_transmission", "get_transmission");
  1437. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "transmission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_TRANSMISSION);
  1438. ADD_GROUP("Refraction", "refraction_");
  1439. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
  1440. ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
  1441. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
  1442. ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
  1443. ADD_GROUP("Detail", "detail_");
  1444. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
  1445. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_mask", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_MASK);
  1446. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_detail_blend_mode", "get_detail_blend_mode");
  1447. ADD_PROPERTY(PropertyInfo(Variant::INT, "detail_uv_layer", PROPERTY_HINT_ENUM, "UV1,UV2"), "set_detail_uv", "get_detail_uv");
  1448. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_ALBEDO);
  1449. ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "detail_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DETAIL_NORMAL);
  1450. ADD_GROUP("UV1", "uv1_");
  1451. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_scale"), "set_uv1_scale", "get_uv1_scale");
  1452. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv1_offset"), "set_uv1_offset", "get_uv1_offset");
  1453. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv1_triplanar"), "set_flag", "get_flag", FLAG_UV1_USE_TRIPLANAR);
  1454. ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv1_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv1_triplanar_blend_sharpness", "get_uv1_triplanar_blend_sharpness");
  1455. ADD_GROUP("UV2", "uv2_");
  1456. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_scale"), "set_uv2_scale", "get_uv2_scale");
  1457. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
  1458. ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_TRIPLANAR);
  1459. ADD_PROPERTY(PropertyInfo(Variant::REAL, "uv2_triplanar_sharpness", PROPERTY_HINT_EXP_EASING), "set_uv2_triplanar_blend_sharpness", "get_uv2_triplanar_blend_sharpness");
  1460. ADD_GROUP("Proximity Fade", "proximity_fade_");
  1461. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
  1462. ADD_PROPERTY(PropertyInfo(Variant::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_proximity_fade_distance", "get_proximity_fade_distance");
  1463. ADD_GROUP("Distance Fade", "distance_fade_");
  1464. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enable"), "set_distance_fade", "is_distance_fade_enabled");
  1465. ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
  1466. ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
  1467. BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
  1468. BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
  1469. BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
  1470. BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
  1471. BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
  1472. BIND_ENUM_CONSTANT(TEXTURE_RIM);
  1473. BIND_ENUM_CONSTANT(TEXTURE_CLEARCOAT);
  1474. BIND_ENUM_CONSTANT(TEXTURE_FLOWMAP);
  1475. BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
  1476. BIND_ENUM_CONSTANT(TEXTURE_DEPTH);
  1477. BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
  1478. BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION);
  1479. BIND_ENUM_CONSTANT(TEXTURE_REFRACTION);
  1480. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
  1481. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
  1482. BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
  1483. BIND_ENUM_CONSTANT(TEXTURE_MAX);
  1484. BIND_ENUM_CONSTANT(DETAIL_UV_1);
  1485. BIND_ENUM_CONSTANT(DETAIL_UV_2);
  1486. BIND_ENUM_CONSTANT(FEATURE_TRANSPARENT);
  1487. BIND_ENUM_CONSTANT(FEATURE_EMISSION);
  1488. BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
  1489. BIND_ENUM_CONSTANT(FEATURE_RIM);
  1490. BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
  1491. BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
  1492. BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
  1493. BIND_ENUM_CONSTANT(FEATURE_DEPTH_MAPPING);
  1494. BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
  1495. BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION);
  1496. BIND_ENUM_CONSTANT(FEATURE_REFRACTION);
  1497. BIND_ENUM_CONSTANT(FEATURE_DETAIL);
  1498. BIND_ENUM_CONSTANT(FEATURE_MAX);
  1499. BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
  1500. BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
  1501. BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
  1502. BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
  1503. BIND_ENUM_CONSTANT(DEPTH_DRAW_OPAQUE_ONLY);
  1504. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALWAYS);
  1505. BIND_ENUM_CONSTANT(DEPTH_DRAW_DISABLED);
  1506. BIND_ENUM_CONSTANT(DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
  1507. BIND_ENUM_CONSTANT(CULL_BACK);
  1508. BIND_ENUM_CONSTANT(CULL_FRONT);
  1509. BIND_ENUM_CONSTANT(CULL_DISABLED);
  1510. BIND_ENUM_CONSTANT(FLAG_UNSHADED);
  1511. BIND_ENUM_CONSTANT(FLAG_USE_VERTEX_LIGHTING);
  1512. BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
  1513. BIND_ENUM_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
  1514. BIND_ENUM_CONSTANT(FLAG_SRGB_VERTEX_COLOR);
  1515. BIND_ENUM_CONSTANT(FLAG_USE_POINT_SIZE);
  1516. BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
  1517. BIND_ENUM_CONSTANT(FLAG_UV1_USE_TRIPLANAR);
  1518. BIND_ENUM_CONSTANT(FLAG_UV2_USE_TRIPLANAR);
  1519. BIND_ENUM_CONSTANT(FLAG_AO_ON_UV2);
  1520. BIND_ENUM_CONSTANT(FLAG_USE_ALPHA_SCISSOR);
  1521. BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
  1522. BIND_ENUM_CONSTANT(FLAG_MAX);
  1523. BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
  1524. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT);
  1525. BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP);
  1526. BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR);
  1527. BIND_ENUM_CONSTANT(DIFFUSE_TOON);
  1528. BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
  1529. BIND_ENUM_CONSTANT(SPECULAR_BLINN);
  1530. BIND_ENUM_CONSTANT(SPECULAR_PHONG);
  1531. BIND_ENUM_CONSTANT(SPECULAR_TOON);
  1532. BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
  1533. BIND_ENUM_CONSTANT(BILLBOARD_DISABLED);
  1534. BIND_ENUM_CONSTANT(BILLBOARD_ENABLED);
  1535. BIND_ENUM_CONSTANT(BILLBOARD_FIXED_Y);
  1536. BIND_ENUM_CONSTANT(BILLBOARD_PARTICLES);
  1537. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_RED);
  1538. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GREEN);
  1539. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_BLUE);
  1540. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_ALPHA);
  1541. BIND_ENUM_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
  1542. }
  1543. SpatialMaterial::SpatialMaterial()
  1544. : element(this) {
  1545. //initialize to right values
  1546. set_albedo(Color(1.0, 1.0, 1.0, 1.0));
  1547. set_specular(0.5);
  1548. set_roughness(0.0);
  1549. set_metallic(0.0);
  1550. set_emission(Color(0, 0, 0));
  1551. set_emission_energy(1.0);
  1552. set_normal_scale(1);
  1553. set_rim(1.0);
  1554. set_rim_tint(0.5);
  1555. set_clearcoat(1);
  1556. set_clearcoat_gloss(0.5);
  1557. set_anisotropy(0);
  1558. set_depth_scale(0.05);
  1559. set_subsurface_scattering_strength(0);
  1560. set_transmission(Color(0, 0, 0));
  1561. set_refraction(0.05);
  1562. set_line_width(1);
  1563. set_point_size(1);
  1564. set_uv1_offset(Vector3(0, 0, 0));
  1565. set_uv1_scale(Vector3(1, 1, 1));
  1566. set_uv1_triplanar_blend_sharpness(1);
  1567. set_uv2_offset(Vector3(0, 0, 0));
  1568. set_uv2_scale(Vector3(1, 1, 1));
  1569. set_uv2_triplanar_blend_sharpness(1);
  1570. set_billboard_mode(BILLBOARD_DISABLED);
  1571. set_particles_anim_h_frames(1);
  1572. set_particles_anim_v_frames(1);
  1573. set_particles_anim_loop(false);
  1574. set_alpha_scissor_threshold(0.98);
  1575. proximity_fade_enabled = false;
  1576. distance_fade_enabled = false;
  1577. set_proximity_fade_distance(1);
  1578. set_distance_fade_min_distance(0);
  1579. set_distance_fade_max_distance(10);
  1580. set_ao_light_affect(0.0);
  1581. set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
  1582. set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
  1583. set_ao_texture_channel(TEXTURE_CHANNEL_RED);
  1584. set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
  1585. grow_enabled = false;
  1586. set_grow(0.0);
  1587. deep_parallax = false;
  1588. set_depth_deep_parallax_min_layers(8);
  1589. set_depth_deep_parallax_max_layers(32);
  1590. detail_uv = DETAIL_UV_1;
  1591. blend_mode = BLEND_MODE_MIX;
  1592. detail_blend_mode = BLEND_MODE_MIX;
  1593. depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
  1594. cull_mode = CULL_BACK;
  1595. for (int i = 0; i < FLAG_MAX; i++) {
  1596. flags[i] = 0;
  1597. }
  1598. diffuse_mode = DIFFUSE_LAMBERT;
  1599. specular_mode = SPECULAR_SCHLICK_GGX;
  1600. for (int i = 0; i < FEATURE_MAX; i++) {
  1601. features[i] = false;
  1602. }
  1603. current_key.key = 0;
  1604. current_key.invalid_key = 1;
  1605. _queue_shader_change();
  1606. }
  1607. SpatialMaterial::~SpatialMaterial() {
  1608. if (material_mutex)
  1609. material_mutex->lock();
  1610. if (shader_map.has(current_key)) {
  1611. shader_map[current_key].users--;
  1612. if (shader_map[current_key].users == 0) {
  1613. //deallocate shader, as it's no longer in use
  1614. VS::get_singleton()->free(shader_map[current_key].shader);
  1615. shader_map.erase(current_key);
  1616. }
  1617. VS::get_singleton()->material_set_shader(_get_material(), RID());
  1618. }
  1619. if (material_mutex)
  1620. material_mutex->unlock();
  1621. }