diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 515 |
1 files changed, 266 insertions, 249 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index f07232a3ad..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; } } @@ -203,7 +174,7 @@ 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()) { List<PropertyInfo> list; - shader->get_param_list(&list, true); + shader->get_shader_uniform_list(&list, true); HashMap<String, HashMap<String, List<PropertyInfo>>> groups; { @@ -233,7 +204,8 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { if (!groups.has(last_group)) { PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; - info.name = last_group; + info.name = last_group.capitalize(); + info.hint_string = "shader_parameter/"; List<PropertyInfo> none_subgroup; none_subgroup.push_back(info); @@ -247,7 +219,8 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { if (!groups[last_group].has(last_subgroup)) { PropertyInfo info; info.usage = PROPERTY_USAGE_SUBGROUP; - info.name = last_subgroup; + info.name = last_subgroup.capitalize(); + info.hint_string = "shader_parameter/"; List<PropertyInfo> subgroup; subgroup.push_back(info); @@ -267,41 +240,44 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; - info.name = "Shader Param"; + info.name = "Shader Parameters"; + info.hint_string = "shader_parameter/"; groups["<None>"]["<None>"].push_back(info); } PropertyInfo info = E->get(); - info.name = info.name; + info.name = "shader_parameter/" + info.name; groups[last_group][last_subgroup].push_back(info); } - // Sort groups alphabetically. - List<UniformProp> props; + List<String> group_names; for (HashMap<String, HashMap<String, List<PropertyInfo>>>::Iterator group = groups.begin(); group; ++group) { - for (HashMap<String, List<PropertyInfo>>::Iterator subgroup = group->value.begin(); subgroup; ++subgroup) { - for (List<PropertyInfo>::Element *item = subgroup->value.front(); item; item = item->next()) { - if (subgroup->key == "<None>") { - props.push_back({ group->key, item->get() }); - } else { - props.push_back({ group->key + "::" + subgroup->key, item->get() }); - } - } - } + group_names.push_back(group->key); } - props.sort_custom<UniformPropComparator>(); + group_names.sort(); - for (List<UniformProp>::Element *E = props.front(); E; E = E->next()) { - p_list->push_back(E->get().info); + 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; @@ -310,15 +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) { @@ -349,7 +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()); @@ -369,7 +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 { @@ -384,22 +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()); } } } @@ -817,6 +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"; @@ -922,6 +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"; @@ -929,6 +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 @@ -937,6 +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"; @@ -947,7 +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; @@ -1067,7 +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]) { @@ -1103,7 +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"; @@ -1248,7 +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"; @@ -1266,53 +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"; } } @@ -1521,13 +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; } -float BaseMaterial3D::get_emission_energy() const { - return emission_energy; +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_intensity() const { + return emission_intensity; } void BaseMaterial3D::set_normal_scale(float p_normal_scale) { @@ -1793,12 +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(); } @@ -1875,53 +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 @@ -1930,96 +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; } } } @@ -2052,8 +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 { @@ -2079,8 +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 { @@ -2341,7 +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(); @@ -2461,8 +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); @@ -2614,7 +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); @@ -2637,7 +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"); @@ -2679,12 +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); @@ -2724,7 +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); @@ -2796,7 +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"); @@ -2941,14 +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)); @@ -2969,7 +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); @@ -2998,6 +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)) { @@ -3092,6 +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 }, }; @@ -3107,8 +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 |