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-rw-r--r--scene/resources/material.cpp570
1 files changed, 339 insertions, 231 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index b7a3b677f5..3e2a952ea7 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1,36 +1,38 @@
-/*************************************************************************/
-/* material.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* material.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "material.h"
#include "core/config/engine.h"
+#include "core/config/project_settings.h"
+#include "core/error/error_macros.h"
#include "core/version.h"
#include "scene/main/scene_tree.h"
#include "scene/scene_string_names.h"
@@ -71,12 +73,12 @@ RID Material::get_rid() const {
return material;
}
-void Material::_validate_property(PropertyInfo &property) const {
- if (!_can_do_next_pass() && property.name == "next_pass") {
- property.usage = PROPERTY_USAGE_NONE;
+void Material::_validate_property(PropertyInfo &p_property) const {
+ if (!_can_do_next_pass() && p_property.name == "next_pass") {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (!_can_use_render_priority() && property.name == "render_priority") {
- property.usage = PROPERTY_USAGE_NONE;
+ if (!_can_use_render_priority() && p_property.name == "render_priority") {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
@@ -90,33 +92,25 @@ void Material::inspect_native_shader_code() {
RID Material::get_shader_rid() const {
RID ret;
- if (GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret)) {
- return ret;
- }
- return RID();
+ GDVIRTUAL_REQUIRED_CALL(_get_shader_rid, ret);
+ return ret;
}
Shader::Mode Material::get_shader_mode() const {
- Shader::Mode ret;
- if (GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret)) {
- return ret;
- }
-
- return Shader::MODE_MAX;
+ Shader::Mode ret = Shader::MODE_MAX;
+ GDVIRTUAL_REQUIRED_CALL(_get_shader_mode, ret);
+ return ret;
}
bool Material::_can_do_next_pass() const {
- bool ret;
- if (GDVIRTUAL_CALL(_can_do_next_pass, ret)) {
- return ret;
- }
- return false;
+ bool ret = false;
+ GDVIRTUAL_CALL(_can_do_next_pass, ret);
+ return ret;
}
+
bool Material::_can_use_render_priority() const {
- bool ret;
- if (GDVIRTUAL_CALL(_can_use_render_priority, ret)) {
- return ret;
- }
- return false;
+ bool ret = false;
+ GDVIRTUAL_CALL(_can_use_render_priority, ret);
+ return ret;
}
void Material::_bind_methods() {
@@ -147,6 +141,7 @@ Material::Material() {
}
Material::~Material() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(material);
}
@@ -154,18 +149,9 @@ Material::~Material() {
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
- if (!pr) {
- String n = p_name;
- if (n.find("param/") == 0) { //backwards compatibility
- pr = n.substr(6, n.length());
- }
- if (n.find("shader_param/") == 0) { //backwards compatibility
- pr = n.replace_first("shader_param/", "");
- }
- }
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- set_shader_param(pr, p_value);
+ set_shader_parameter(pr, p_value);
return true;
}
}
@@ -175,24 +161,9 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
- if (!pr) {
- String n = p_name;
- if (n.find("param/") == 0) { //backwards compatibility
- pr = n.substr(6, n.length());
- }
- if (n.find("shader_param/") == 0) { //backwards compatibility
- pr = n.replace_first("shader_param/", "");
- }
- }
-
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- HashMap<StringName, Variant>::ConstIterator E = param_cache.find(pr);
- if (E) {
- r_ret = E->value;
- } else {
- r_ret = Variant();
- }
+ r_ret = get_shader_parameter(pr);
return true;
}
}
@@ -202,15 +173,111 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
if (!shader.is_null()) {
- shader->get_param_list(p_list);
+ List<PropertyInfo> list;
+ shader->get_shader_uniform_list(&list, true);
+
+ HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
+ {
+ HashMap<String, List<PropertyInfo>> none_subgroup;
+ none_subgroup.insert("<None>", List<PropertyInfo>());
+ groups.insert("<None>", none_subgroup);
+ }
+
+ String last_group = "<None>";
+ String last_subgroup = "<None>";
+
+ bool is_none_group_undefined = true;
+ bool is_none_group = true;
+
+ for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
+ if (E->get().usage == PROPERTY_USAGE_GROUP) {
+ if (!E->get().name.is_empty()) {
+ Vector<String> vgroup = E->get().name.split("::");
+ last_group = vgroup[0];
+ if (vgroup.size() > 1) {
+ last_subgroup = vgroup[1];
+ } else {
+ last_subgroup = "<None>";
+ }
+ is_none_group = false;
+
+ if (!groups.has(last_group)) {
+ PropertyInfo info;
+ info.usage = PROPERTY_USAGE_GROUP;
+ info.name = last_group.capitalize();
+ info.hint_string = "shader_parameter/";
+
+ List<PropertyInfo> none_subgroup;
+ none_subgroup.push_back(info);
+
+ HashMap<String, List<PropertyInfo>> subgroup_map;
+ subgroup_map.insert("<None>", none_subgroup);
+
+ groups.insert(last_group, subgroup_map);
+ }
+
+ if (!groups[last_group].has(last_subgroup)) {
+ PropertyInfo info;
+ info.usage = PROPERTY_USAGE_SUBGROUP;
+ info.name = last_subgroup.capitalize();
+ info.hint_string = "shader_parameter/";
+
+ List<PropertyInfo> subgroup;
+ subgroup.push_back(info);
+
+ groups[last_group].insert(last_subgroup, subgroup);
+ }
+ } else {
+ last_group = "<None>";
+ last_subgroup = "<None>";
+ is_none_group = true;
+ }
+ continue; // Pass group.
+ }
+
+ if (is_none_group_undefined && is_none_group) {
+ is_none_group_undefined = false;
+
+ PropertyInfo info;
+ info.usage = PROPERTY_USAGE_GROUP;
+ info.name = "Shader Parameters";
+ info.hint_string = "shader_parameter/";
+ groups["<None>"]["<None>"].push_back(info);
+ }
+
+ PropertyInfo info = E->get();
+ info.name = "shader_parameter/" + info.name;
+ groups[last_group][last_subgroup].push_back(info);
+ }
+
+ List<String> group_names;
+ for (HashMap<String, HashMap<String, List<PropertyInfo>>>::Iterator group = groups.begin(); group; ++group) {
+ group_names.push_back(group->key);
+ }
+ group_names.sort();
+
+ for (const String &group_name : group_names) {
+ List<String> subgroup_names;
+ HashMap<String, List<PropertyInfo>> &subgroups = groups[group_name];
+ for (HashMap<String, List<PropertyInfo>>::Iterator subgroup = subgroups.begin(); subgroup; ++subgroup) {
+ subgroup_names.push_back(subgroup->key);
+ }
+ subgroup_names.sort();
+ for (const String &subgroup_name : subgroup_names) {
+ List<PropertyInfo> &prop_infos = subgroups[subgroup_name];
+ for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
+ p_list->push_back(item->get());
+ }
+ }
+ }
}
}
-bool ShaderMaterial::property_can_revert(const String &p_name) {
+bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
+ Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pr);
Variant current_value;
_get(p_name, current_value);
return default_value.get_type() != Variant::NIL && default_value != current_value;
@@ -219,15 +286,15 @@ bool ShaderMaterial::property_can_revert(const String &p_name) {
return false;
}
-Variant ShaderMaterial::property_get_revert(const String &p_name) {
- Variant r_ret;
+bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const {
if (shader.is_valid()) {
- StringName pr = shader->remap_param(p_name);
+ StringName pr = shader->remap_parameter(p_name);
if (pr) {
- r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
+ r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pr);
+ return true;
}
}
- return r_ret;
+ return false;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
@@ -258,7 +325,7 @@ Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
-void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
+void ShaderMaterial::set_shader_parameter(const StringName &p_param, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
param_cache.erase(p_param);
RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
@@ -278,7 +345,7 @@ void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &
}
}
-Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
+Variant ShaderMaterial::get_shader_parameter(const StringName &p_param) const {
if (param_cache.has(p_param)) {
return param_cache[p_param];
} else {
@@ -293,22 +360,20 @@ void ShaderMaterial::_shader_changed() {
void ShaderMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
- ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
- ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
- ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
- ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
+ ClassDB::bind_method(D_METHOD("set_shader_parameter", "param", "value"), &ShaderMaterial::set_shader_parameter);
+ ClassDB::bind_method(D_METHOD("get_shader_parameter", "param"), &ShaderMaterial::get_shader_parameter);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
String f = p_function.operator String();
- if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
+ if ((f == "get_shader_parameter" || f == "set_shader_parameter") && p_idx == 0) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
- shader->get_param_list(&pl);
+ shader->get_shader_uniform_list(&pl);
for (const PropertyInfo &E : pl) {
- r_options->push_back(E.name.replace_first("shader_param/", "").quote());
+ r_options->push_back(E.name.replace_first("shader_parameter/", "").quote());
}
}
}
@@ -726,6 +791,14 @@ void BaseMaterial3D::_update_shader() {
code += "uniform vec4 refraction_texture_channel;\n";
}
+ if (features[FEATURE_REFRACTION]) {
+ code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;";
+ }
+
+ if (proximity_fade_enabled) {
+ code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;";
+ }
+
if (features[FEATURE_NORMAL_MAPPING]) {
code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
code += "uniform float normal_scale : hint_range(-16,16);\n";
@@ -831,6 +904,7 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
+ code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_FIXED_Y: {
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";
@@ -838,6 +912,7 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
+ code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_PARTICLES: {
//make billboard
@@ -846,6 +921,8 @@ void BaseMaterial3D::_update_shader() {
code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
//set modelview
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
+ //set modelview normal
+ code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
//handle animation
code += " float h_frames = float(particles_anim_h_frames);\n";
@@ -856,7 +933,7 @@ void BaseMaterial3D::_update_shader() {
code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += " } else {\n";
code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
- code += " }";
+ code += " }\n";
code += " UV /= vec2(h_frames, v_frames);\n";
code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
} break;
@@ -976,7 +1053,8 @@ void BaseMaterial3D::_update_shader() {
code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
code += " float layer_depth = 1.0 / num_layers;\n";
code += " float current_layer_depth = 0.0;\n";
- code += " vec2 P = view_dir.xy * heightmap_scale;\n";
+ // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
+ code += " vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
code += " vec2 delta = P / num_layers;\n";
code += " vec2 ofs = base_uv;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
@@ -1012,7 +1090,8 @@ void BaseMaterial3D::_update_shader() {
}
// Use offset limiting to improve the appearance of non-deep parallax.
// This reduces the impression of depth, but avoids visible warping in the distance.
- code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale;\n";
+ // Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
+ code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
}
code += " base_uv=ofs;\n";
@@ -1157,7 +1236,7 @@ void BaseMaterial3D::_update_shader() {
code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
}
code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
- code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
+ code += " EMISSION += textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
code += " ALBEDO *= 1.0 - ref_amount;\n";
code += " ALPHA = 1.0;\n";
@@ -1175,53 +1254,37 @@ void BaseMaterial3D::_update_shader() {
}
if (proximity_fade_enabled) {
- code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
+ code += " float depth_tex = textureLod(depth_texture,SCREEN_UV,0.0).r;\n";
code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
code += " world_pos.xyz/=world_pos.w;\n";
code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
+ // Use the slightly more expensive circular fade (distance to the object) instead of linear
+ // (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " {\n";
- if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
+ if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
+ code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n";
} else {
- code += " float fade_distance=-VERTEX.z;\n";
+ code += " float fade_distance = length(VERTEX);\n";
}
+ // Use interleaved gradient noise, which is fast but still looks good.
+ code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
+ code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
+ // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
+ code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
+ code += " discard;\n";
+ code += " }\n";
- code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
- code += " int x = int(FRAGCOORD.x) % 4;\n";
- code += " int y = int(FRAGCOORD.y) % 4;\n";
- code += " int index = x + y * 4;\n";
- code += " float limit = 0.0;\n\n";
- code += " if (x < 8) {\n";
- code += " if (index == 0) limit = 0.0625;\n";
- code += " if (index == 1) limit = 0.5625;\n";
- code += " if (index == 2) limit = 0.1875;\n";
- code += " if (index == 3) limit = 0.6875;\n";
- code += " if (index == 4) limit = 0.8125;\n";
- code += " if (index == 5) limit = 0.3125;\n";
- code += " if (index == 6) limit = 0.9375;\n";
- code += " if (index == 7) limit = 0.4375;\n";
- code += " if (index == 8) limit = 0.25;\n";
- code += " if (index == 9) limit = 0.75;\n";
- code += " if (index == 10) limit = 0.125;\n";
- code += " if (index == 11) limit = 0.625;\n";
- code += " if (index == 12) limit = 1.0;\n";
- code += " if (index == 13) limit = 0.5;\n";
- code += " if (index == 14) limit = 0.875;\n";
- code += " if (index == 15) limit = 0.375;\n";
- code += " }\n\n";
- code += " if (fade < limit)\n";
- code += " discard;\n";
code += " }\n\n";
}
} else {
- code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ code += " ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
}
}
@@ -1430,13 +1493,27 @@ Color BaseMaterial3D::get_emission() const {
return emission;
}
-void BaseMaterial3D::set_emission_energy(float p_emission_energy) {
- emission_energy = p_emission_energy;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy);
+void BaseMaterial3D::set_emission_energy_multiplier(float p_emission_energy_multiplier) {
+ emission_energy_multiplier = p_emission_energy_multiplier;
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier * emission_intensity);
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy_multiplier);
+ }
+}
+
+float BaseMaterial3D::get_emission_energy_multiplier() const {
+ return emission_energy_multiplier;
+}
+
+void BaseMaterial3D::set_emission_intensity(float p_emission_intensity) {
+ ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
+ emission_intensity = p_emission_intensity;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
-float BaseMaterial3D::get_emission_energy() const {
- return emission_energy;
+float BaseMaterial3D::get_emission_intensity() const {
+ return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
@@ -1702,12 +1779,21 @@ void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
}
flags[p_flag] = p_enabled;
- if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN || p_flag == FLAG_USE_POINT_SIZE) {
+
+ if (
+ p_flag == FLAG_USE_SHADOW_TO_OPACITY ||
+ p_flag == FLAG_USE_TEXTURE_REPEAT ||
+ p_flag == FLAG_SUBSURFACE_MODE_SKIN ||
+ p_flag == FLAG_USE_POINT_SIZE ||
+ p_flag == FLAG_UV1_USE_TRIPLANAR ||
+ p_flag == FLAG_UV2_USE_TRIPLANAR) {
notify_property_list_changed();
}
+
if (p_flag == FLAG_PARTICLE_TRAILS_MODE) {
update_configuration_warning();
}
+
_queue_shader_change();
}
@@ -1784,53 +1870,65 @@ void BaseMaterial3D::_validate_high_end(const String &text, PropertyInfo &proper
}
}
-void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
- _validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
- _validate_feature("emission", FEATURE_EMISSION, property);
- _validate_feature("rim", FEATURE_RIM, property);
- _validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
- _validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
- _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
- _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, property);
- _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, property);
- _validate_feature("backlight", FEATURE_BACKLIGHT, property);
- _validate_feature("refraction", FEATURE_REFRACTION, property);
- _validate_feature("detail", FEATURE_DETAIL, property);
+void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {
+ _validate_feature("normal", FEATURE_NORMAL_MAPPING, p_property);
+ _validate_feature("emission", FEATURE_EMISSION, p_property);
+ _validate_feature("rim", FEATURE_RIM, p_property);
+ _validate_feature("clearcoat", FEATURE_CLEARCOAT, p_property);
+ _validate_feature("anisotropy", FEATURE_ANISOTROPY, p_property);
+ _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, p_property);
+ _validate_feature("heightmap", FEATURE_HEIGHT_MAPPING, p_property);
+ _validate_feature("subsurf_scatter", FEATURE_SUBSURFACE_SCATTERING, p_property);
+ _validate_feature("backlight", FEATURE_BACKLIGHT, p_property);
+ _validate_feature("refraction", FEATURE_REFRACTION, p_property);
+ _validate_feature("detail", FEATURE_DETAIL, p_property);
- _validate_high_end("refraction", property);
- _validate_high_end("subsurf_scatter", property);
- _validate_high_end("heightmap", property);
+ _validate_high_end("refraction", p_property);
+ _validate_high_end("subsurf_scatter", p_property);
+ _validate_high_end("heightmap", p_property);
- if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "emission_intensity" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "grow_amount" && !grow_enabled) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "billboard_keep_scale" && billboard_mode == BILLBOARD_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "grow_amount" && !grow_enabled) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "point_size" && !flags[FLAG_USE_POINT_SIZE]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "proximity_fade_distance" && !proximity_fade_enabled) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if ((p_property.name == "distance_fade_max_distance" || p_property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if ((p_property.name == "uv1_triplanar_sharpness" || p_property.name == "uv1_world_triplanar") && !flags[FLAG_UV1_USE_TRIPLANAR]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if ((p_property.name == "uv2_triplanar_sharpness" || p_property.name == "uv2_world_triplanar") && !flags[FLAG_UV2_USE_TRIPLANAR]) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
// you can only enable anti-aliasing (in materials) on alpha scissor and alpha hash
@@ -1839,96 +1937,96 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
const bool alpha_aa_enabled = (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) && can_select_aa;
// alpha scissor slider isn't needed when alpha antialiasing is enabled
- if (property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_scissor_threshold" && transparency != TRANSPARENCY_ALPHA_SCISSOR) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
// alpha hash scale slider is only needed if transparency is alpha hash
- if (property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_hash_scale" && transparency != TRANSPARENCY_ALPHA_HASH) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "alpha_antialiasing_mode" && !can_select_aa) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_antialiasing_mode" && !can_select_aa) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
// we can't choose an antialiasing mode if alpha isn't possible
- if (property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "alpha_antialiasing_edge" && !alpha_aa_enabled) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "blend_mode" && alpha_aa_enabled) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "blend_mode" && alpha_aa_enabled) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if ((property.name == "heightmap_min_layers" || property.name == "heightmap_max_layers") && !deep_parallax) {
- property.usage = PROPERTY_USAGE_NONE;
+ if ((p_property.name == "heightmap_min_layers" || p_property.name == "heightmap_max_layers") && !deep_parallax) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (property.name == "subsurf_scatter_transmittance_color" || property.name == "subsurf_scatter_transmittance_texture")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (flags[FLAG_SUBSURFACE_MODE_SKIN] && (p_property.name == "subsurf_scatter_transmittance_color" || p_property.name == "subsurf_scatter_transmittance_texture")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
if (orm) {
- if (property.name == "shading_mode") {
+ if (p_property.name == "shading_mode") {
// Vertex not supported in ORM mode, since no individual roughness.
- property.hint_string = "Unshaded,Per-Pixel";
+ p_property.hint_string = "Unshaded,Per-Pixel";
}
- if (property.name.begins_with("roughness") || property.name.begins_with("metallic") || property.name.begins_with("ao_texture")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("roughness") || p_property.name.begins_with("metallic") || p_property.name.begins_with("ao_texture")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
} else {
- if (property.name == "orm_texture") {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "orm_texture") {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
if (shading_mode != SHADING_MODE_PER_PIXEL) {
if (shading_mode != SHADING_MODE_PER_VERTEX) {
//these may still work per vertex
- if (property.name.begins_with("ao")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("ao")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("emission")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("emission")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("metallic")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("metallic")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("rim")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("rim")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("roughness")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("roughness")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("subsurf_scatter")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("subsurf_scatter")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
//these definitely only need per pixel
- if (property.name.begins_with("anisotropy")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("anisotropy")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("clearcoat")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("clearcoat")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("normal")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("normal")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("backlight")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("backlight")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("transmittance")) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("transmittance")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
}
}
@@ -1961,8 +2059,9 @@ Vector3 BaseMaterial3D::get_uv1_offset() const {
}
void BaseMaterial3D::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
- uv1_triplanar_sharpness = p_sharpness;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
+ // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
+ uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float BaseMaterial3D::get_uv1_triplanar_blend_sharpness() const {
@@ -1988,8 +2087,9 @@ Vector3 BaseMaterial3D::get_uv2_offset() const {
}
void BaseMaterial3D::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
- uv2_triplanar_sharpness = p_sharpness;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
+ // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
+ uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
@@ -2250,7 +2350,7 @@ void BaseMaterial3D::set_on_top_of_alpha() {
set_flag(FLAG_DISABLE_DEPTH_TEST, true);
}
-void BaseMaterial3D::set_proximity_fade(bool p_enable) {
+void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
proximity_fade_enabled = p_enable;
_queue_shader_change();
notify_property_list_changed();
@@ -2370,8 +2470,11 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &BaseMaterial3D::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &BaseMaterial3D::get_emission);
- ClassDB::bind_method(D_METHOD("set_emission_energy", "emission_energy"), &BaseMaterial3D::set_emission_energy);
- ClassDB::bind_method(D_METHOD("get_emission_energy"), &BaseMaterial3D::get_emission_energy);
+ ClassDB::bind_method(D_METHOD("set_emission_energy_multiplier", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_energy_multiplier);
+ ClassDB::bind_method(D_METHOD("get_emission_energy_multiplier"), &BaseMaterial3D::get_emission_energy_multiplier);
+
+ ClassDB::bind_method(D_METHOD("set_emission_intensity", "emission_energy_multiplier"), &BaseMaterial3D::set_emission_intensity);
+ ClassDB::bind_method(D_METHOD("get_emission_intensity"), &BaseMaterial3D::get_emission_intensity);
ClassDB::bind_method(D_METHOD("set_normal_scale", "normal_scale"), &BaseMaterial3D::set_normal_scale);
ClassDB::bind_method(D_METHOD("get_normal_scale"), &BaseMaterial3D::get_normal_scale);
@@ -2523,7 +2626,7 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel);
ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel);
- ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade);
+ ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled);
ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled);
ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
@@ -2546,7 +2649,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Transparency", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "transparency", PROPERTY_HINT_ENUM, "Disabled,Alpha,Alpha Scissor,Alpha Hash,Depth Pre-Pass"), "set_transparency", "get_transparency");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
@@ -2588,12 +2691,14 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Emission", "emission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_emission_energy", "get_emission_energy");
+ 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");
+ 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");
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_operator", PROPERTY_HINT_ENUM, "Add,Multiply"), "set_emission_operator", "get_emission_operator");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_on_uv2"), "set_flag", "get_flag", FLAG_EMISSION_ON_UV2);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "emission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_EMISSION);
- ADD_GROUP("NormalMap", "normal_");
+ ADD_GROUP("Normal Map", "normal_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "normal_enabled"), "set_feature", "get_feature", FEATURE_NORMAL_MAPPING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_normal_scale", "get_normal_scale");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_NORMAL);
@@ -2633,7 +2738,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "heightmap_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_HEIGHTMAP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "heightmap_flip_texture"), "set_flag", "get_flag", FLAG_INVERT_HEIGHTMAP);
- ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
+ ADD_GROUP("Subsurface Scattering", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURFACE_SCATTERING);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_skin_mode"), "set_flag", "get_flag", FLAG_SUBSURFACE_MODE_SKIN);
@@ -2705,7 +2810,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE);
ADD_GROUP("Proximity Fade", "proximity_fade_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance");
ADD_GROUP("MSDF", "msdf_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
@@ -2850,14 +2955,14 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_roughness(1.0);
set_metallic(0.0);
set_emission(Color(0, 0, 0));
- set_emission_energy(1.0);
+ set_emission_energy_multiplier(1.0);
set_normal_scale(1);
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
set_clearcoat_roughness(0.5);
set_anisotropy(0);
- set_heightmap_scale(0.05);
+ set_heightmap_scale(5.0);
set_subsurface_scattering_strength(0);
set_backlight(Color(0, 0, 0));
set_transmittance_color(Color(1, 1, 1, 1));
@@ -2878,7 +2983,9 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_transparency(TRANSPARENCY_DISABLED);
set_alpha_antialiasing(ALPHA_ANTIALIASING_OFF);
- set_alpha_scissor_threshold(0.05);
+ // Alpha scissor threshold of 0.5 matches the glTF specification and Label3D default.
+ // <https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_material_alphacutoff>
+ set_alpha_scissor_threshold(0.5);
set_alpha_hash_scale(1.0);
set_alpha_antialiasing_edge(0.3);
@@ -2907,6 +3014,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
}
BaseMaterial3D::~BaseMaterial3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {
@@ -3001,6 +3109,8 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
{ "depth_flip_binormal", "heightmap_flip_binormal" },
{ "depth_texture", "heightmap_texture" },
+ { "emission_energy", "emission_energy_multiplier" },
+
{ nullptr, nullptr },
};
@@ -3016,8 +3126,6 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
return true;
}
-
- return false;
}
#endif // DISABLE_DEPRECATED