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-rw-r--r--scene/resources/material.cpp182
1 files changed, 153 insertions, 29 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index df5bbe9e6c..5327ed318f 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -34,6 +34,8 @@
void Material::set_next_pass(const Ref<Material> &p_pass) {
+ ERR_FAIL_COND(p_pass == this);
+
if (next_pass == p_pass)
return;
@@ -143,6 +145,31 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
+bool ShaderMaterial::property_can_revert(const String &p_name) {
+ if (shader.is_valid()) {
+
+ StringName pr = shader->remap_param(p_name);
+ if (pr) {
+ Variant default_value = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
+ Variant current_value;
+ _get(p_name, current_value);
+ return default_value.get_type() != Variant::NIL && default_value != current_value;
+ }
+ }
+ return false;
+}
+
+Variant ShaderMaterial::property_get_revert(const String &p_name) {
+ Variant r_ret;
+ if (shader.is_valid()) {
+ StringName pr = shader->remap_param(p_name);
+ if (pr) {
+ r_ret = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
+ }
+ }
+ return r_ret;
+}
+
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
if (shader.is_valid()) {
@@ -188,6 +215,8 @@ void ShaderMaterial::_bind_methods() {
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("_shader_changed"), &ShaderMaterial::_shader_changed);
+ 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);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
}
@@ -270,6 +299,7 @@ void SpatialMaterial::init_shaders() {
shader_names->particles_anim_loop = "particles_anim_loop";
shader_names->depth_min_layers = "depth_min_layers";
shader_names->depth_max_layers = "depth_max_layers";
+ shader_names->depth_flip = "depth_flip";
shader_names->grow = "grow";
@@ -423,7 +453,7 @@ void SpatialMaterial::_update_shader() {
if (proximity_fade_enabled) {
code += "uniform float proximity_fade_distance;\n";
}
- if (distance_fade_enabled) {
+ if (distance_fade != DISTANCE_FADE_DISABLED) {
code += "uniform float distance_fade_min;\n";
code += "uniform float distance_fade_max;\n";
}
@@ -503,6 +533,7 @@ void SpatialMaterial::_update_shader() {
code += "uniform float depth_scale;\n";
code += "uniform int depth_min_layers;\n";
code += "uniform int depth_max_layers;\n";
+ code += "uniform vec2 depth_flip;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "varying vec3 uv1_triplanar_pos;\n";
@@ -531,7 +562,9 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
- 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";
+ code += "\tif (!OUTPUT_IS_SRGB) {\n";
+ code += "\t\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+ code += "\t}\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
@@ -579,11 +612,11 @@ void SpatialMaterial::_update_shader() {
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
//handle animation
- code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
- code += "\tint particle_frame = int(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- 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";
+ code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += "\tif (!particles_anim_loop) particle_frame=clamp(particle_frame,0.0,particle_total_frames-1.0); else particle_frame=mod(particle_frame,float(particle_total_frames));\n";
code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
- 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";
+ code += "\tUV += vec2(mod(particle_frame,float(particles_anim_h_frames)) / float(particles_anim_h_frames), floor(particle_frame / float(particles_anim_h_frames)) / float(particles_anim_v_frames));\n";
} break;
}
@@ -666,7 +699,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace
+ code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace
if (deep_parallax) {
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";
@@ -782,19 +815,60 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO *= 1.0 - ref_amount;\n";
code += "\tALPHA = 1.0;\n";
- } else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || distance_fade_enabled || proximity_fade_enabled) {
+ } else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
- if (proximity_fade_enabled) {
+ if (!VisualServer::get_singleton()->is_low_end() && proximity_fade_enabled) {
code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
code += "\tworld_pos.xyz/=world_pos.w;\n";
code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
}
- if (distance_fade_enabled) {
- code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ if (distance_fade != DISTANCE_FADE_DISABLED) {
+ if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
+
+ if (!VisualServer::get_singleton()->is_low_end()) {
+ code += "\t{\n";
+ if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
+ code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+
+ } else {
+ code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+ }
+
+ code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
+ code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
+ code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
+ code += "\t\tint index = x + y * 4;\n";
+ code += "\t\tfloat limit = 0.0;\n\n";
+ code += "\t\tif (x < 8) {\n";
+ code += "\t\t\tif (index == 0) limit = 0.0625;\n";
+ code += "\t\t\tif (index == 1) limit = 0.5625;\n";
+ code += "\t\t\tif (index == 2) limit = 0.1875;\n";
+ code += "\t\t\tif (index == 3) limit = 0.6875;\n";
+ code += "\t\t\tif (index == 4) limit = 0.8125;\n";
+ code += "\t\t\tif (index == 5) limit = 0.3125;\n";
+ code += "\t\t\tif (index == 6) limit = 0.9375;\n";
+ code += "\t\t\tif (index == 7) limit = 0.4375;\n";
+ code += "\t\t\tif (index == 8) limit = 0.25;\n";
+ code += "\t\t\tif (index == 9) limit = 0.75;\n";
+ code += "\t\t\tif (index == 10) limit = 0.125;\n";
+ code += "\t\t\tif (index == 11) limit = 0.625;\n";
+ code += "\t\t\tif (index == 12) limit = 1.0;\n";
+ code += "\t\t\tif (index == 13) limit = 0.5;\n";
+ code += "\t\t\tif (index == 14) limit = 0.875;\n";
+ code += "\t\t\tif (index == 15) limit = 0.375;\n";
+ code += "\t\t}\n\n";
+ code += "\tif (fade < limit)\n";
+ code += "\t\tdiscard;\n";
+ code += "\t}\n\n";
+ }
+
+ } else {
+ code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ }
}
if (features[FEATURE_RIM]) {
@@ -881,7 +955,7 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal);\n";
+ code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
}
@@ -1299,6 +1373,12 @@ void SpatialMaterial::_validate_feature(const String &text, Feature feature, Pro
}
}
+void SpatialMaterial::_validate_high_end(const String &text, PropertyInfo &property) const {
+ if (property.name.begins_with(text)) {
+ property.usage |= PROPERTY_USAGE_HIGH_END_GFX;
+ }
+}
+
void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("normal", FEATURE_NORMAL_MAPPING, property);
_validate_feature("emission", FEATURE_EMISSION, property);
@@ -1312,6 +1392,12 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property);
+ _validate_high_end("refraction", property);
+ _validate_high_end("subsurf_scatter", property);
+ _validate_high_end("anisotropy", property);
+ _validate_high_end("clearcoat", property);
+ _validate_high_end("depth", property);
+
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
property.usage = 0;
}
@@ -1324,7 +1410,7 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
property.usage = 0;
}
- if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && !distance_fade_enabled) {
+ if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
property.usage = 0;
}
@@ -1457,13 +1543,13 @@ int SpatialMaterial::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
-void SpatialMaterial::set_particles_anim_loop(int p_frames) {
+void SpatialMaterial::set_particles_anim_loop(bool p_loop) {
- particles_anim_loop = p_frames;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames);
+ particles_anim_loop = p_loop;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
-int SpatialMaterial::get_particles_anim_loop() const {
+bool SpatialMaterial::get_particles_anim_loop() const {
return particles_anim_loop;
}
@@ -1500,6 +1586,28 @@ int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
return deep_parallax_max_layers;
}
+void SpatialMaterial::set_depth_deep_parallax_flip_tangent(bool p_flip) {
+
+ depth_parallax_flip_tangent = p_flip;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
+}
+
+bool SpatialMaterial::get_depth_deep_parallax_flip_tangent() const {
+
+ return depth_parallax_flip_tangent;
+}
+
+void SpatialMaterial::set_depth_deep_parallax_flip_binormal(bool p_flip) {
+
+ depth_parallax_flip_binormal = p_flip;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1));
+}
+
+bool SpatialMaterial::get_depth_deep_parallax_flip_binormal() const {
+
+ return depth_parallax_flip_binormal;
+}
+
void SpatialMaterial::set_grow_enabled(bool p_enable) {
grow_enabled = p_enable;
_queue_shader_change();
@@ -1645,15 +1753,15 @@ float SpatialMaterial::get_proximity_fade_distance() const {
return proximity_fade_distance;
}
-void SpatialMaterial::set_distance_fade(bool p_enable) {
+void SpatialMaterial::set_distance_fade(DistanceFadeMode p_mode) {
- distance_fade_enabled = p_enable;
+ distance_fade = p_mode;
_queue_shader_change();
_change_notify();
}
-bool SpatialMaterial::is_distance_fade_enabled() const {
+SpatialMaterial::DistanceFadeMode SpatialMaterial::get_distance_fade() const {
- return distance_fade_enabled;
+ return distance_fade;
}
void SpatialMaterial::set_distance_fade_max_distance(float p_distance) {
@@ -1814,7 +1922,7 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames);
- ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop);
+ ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &SpatialMaterial::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
@@ -1826,6 +1934,12 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
+ ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_tangent", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_tangent);
+ ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_tangent"), &SpatialMaterial::get_depth_deep_parallax_flip_tangent);
+
+ ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_binormal", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_binormal);
+ ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_binormal"), &SpatialMaterial::get_depth_deep_parallax_flip_binormal);
+
ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
@@ -1859,8 +1973,8 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &SpatialMaterial::set_proximity_fade_distance);
ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &SpatialMaterial::get_proximity_fade_distance);
- ClassDB::bind_method(D_METHOD("set_distance_fade", "enabled"), &SpatialMaterial::set_distance_fade);
- ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &SpatialMaterial::is_distance_fade_enabled);
+ ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &SpatialMaterial::set_distance_fade);
+ ClassDB::bind_method(D_METHOD("get_distance_fade"), &SpatialMaterial::get_distance_fade);
ClassDB::bind_method(D_METHOD("set_distance_fade_max_distance", "distance"), &SpatialMaterial::set_distance_fade_max_distance);
ClassDB::bind_method(D_METHOD("get_distance_fade_max_distance"), &SpatialMaterial::get_distance_fade_max_distance);
@@ -1892,7 +2006,7 @@ void SpatialMaterial::_bind_methods() {
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");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard1"), "set_billboard_mode", "get_billboard_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "params_grow"), "set_grow_enabled", "is_grow_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_grow_amount", PROPERTY_HINT_RANGE, "-16,10,0.01"), "set_grow", "get_grow");
@@ -1961,6 +2075,8 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
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");
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");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_tangent"), "set_depth_deep_parallax_flip_tangent", "get_depth_deep_parallax_flip_tangent");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_binormal"), "set_depth_deep_parallax_flip_binormal", "get_depth_deep_parallax_flip_binormal");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
@@ -2003,7 +2119,7 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.1"), "set_proximity_fade_distance", "get_proximity_fade_distance");
ADD_GROUP("Distance Fade", "distance_fade_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enable"), "set_distance_fade", "is_distance_fade_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
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");
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");
@@ -2101,15 +2217,20 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(EMISSION_OP_ADD);
BIND_ENUM_CONSTANT(EMISSION_OP_MULTIPLY);
+
+ BIND_ENUM_CONSTANT(DISTANCE_FADE_DISABLED);
+ BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_ALPHA);
+ BIND_ENUM_CONSTANT(DISTANCE_FADE_PIXEL_DITHER);
+ BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
}
SpatialMaterial::SpatialMaterial() :
element(this) {
- //initialize to right values
+ // Initialize to the same values as the shader
set_albedo(Color(1.0, 1.0, 1.0, 1.0));
set_specular(0.5);
- set_roughness(0.0);
+ set_roughness(1.0);
set_metallic(0.0);
set_emission(Color(0, 0, 0));
set_emission_energy(1.0);
@@ -2139,7 +2260,7 @@ SpatialMaterial::SpatialMaterial() :
emission_op = EMISSION_OP_ADD;
proximity_fade_enabled = false;
- distance_fade_enabled = false;
+ distance_fade = DISTANCE_FADE_DISABLED;
set_proximity_fade_distance(1);
set_distance_fade_min_distance(0);
set_distance_fade_max_distance(10);
@@ -2155,8 +2276,11 @@ SpatialMaterial::SpatialMaterial() :
set_grow(0.0);
deep_parallax = false;
+ depth_parallax_flip_tangent = false;
+ depth_parallax_flip_binormal = false;
set_depth_deep_parallax_min_layers(8);
set_depth_deep_parallax_max_layers(32);
+ set_depth_deep_parallax_flip_tangent(false); //also sets binormal
detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX;