SpatialMaterial

    Default 3D rendering material.

    This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.

    Tutorials

    Methods

    get_feature ( feature ) const

    bool

    ( Flags flag ) const

    get_texture ( param ) const

    void

    set_feature ( feature, bool enable )

    void

    ( Flags flag, enable )

    void

    set_texture ( param, Texture texture )

    enum TextureParam:

    • TEXTURE_ALBEDO = 0 —- Texture specifying per-pixel color.

    • TEXTURE_METALLIC = 1 —- Texture specifying per-pixel metallic value.

    • TEXTURE_ROUGHNESS = 2 —- Texture specifying per-pixel roughness value.

    • TEXTURE_EMISSION = 3 —- Texture specifying per-pixel emission color.

    • TEXTURE_NORMAL = 4 —- Texture specifying per-pixel normal vector.

    • TEXTURE_RIM = 5 —- Texture specifying per-pixel rim value.

    • TEXTURE_CLEARCOAT = 6 —- Texture specifying per-pixel clearcoat value.

    • TEXTURE_FLOWMAP = 7 —- Texture specifying per-pixel flowmap direction for use with anisotropy.

    • TEXTURE_AMBIENT_OCCLUSION = 8 —- Texture specifying per-pixel ambient occlusion value.

    • TEXTURE_DEPTH = 9 —- Texture specifying per-pixel depth.

    • TEXTURE_SUBSURFACE_SCATTERING = 10 —- Texture specifying per-pixel subsurface scattering.

    • TEXTURE_TRANSMISSION = 11 —- Texture specifying per-pixel transmission color.

    • TEXTURE_REFRACTION = 12 —- Texture specifying per-pixel refraction strength.

    • TEXTURE_DETAIL_MASK = 13 —- Texture specifying per-pixel detail mask blending value.

    • TEXTURE_DETAIL_ALBEDO = 14 —- Texture specifying per-pixel detail color.

    • TEXTURE_DETAIL_NORMAL = 15 —- Texture specifying per-pixel detail normal.

    • TEXTURE_MAX = 16 —- Represents the size of the enum.


    enum DetailUV:

    • DETAIL_UV_1 = 0 —- Use UV with the detail texture.

    • DETAIL_UV_2 = 1 —- Use UV2 with the detail texture.


    enum Feature:

    • FEATURE_TRANSPARENT = 0 —- Constant for setting flags_transparent.

    • FEATURE_EMISSION = 1 —- Constant for setting .

    • FEATURE_NORMAL_MAPPING = 2 —- Constant for setting normal_enabled.

    • FEATURE_RIM = 3 —- Constant for setting .

    • FEATURE_CLEARCOAT = 4 —- Constant for setting clearcoat_enabled.

    • FEATURE_ANISOTROPY = 5 —- Constant for setting .

    • FEATURE_AMBIENT_OCCLUSION = 6 —- Constant for setting ao_enabled.

    • FEATURE_DEPTH_MAPPING = 7 —- Constant for setting .

    • FEATURE_SUBSURACE_SCATTERING = 8 —- Constant for setting subsurf_scatter_enabled.

    • FEATURE_TRANSMISSION = 9 —- Constant for setting .

    • FEATURE_REFRACTION = 10 —- Constant for setting refraction_enabled.

    • FEATURE_DETAIL = 11 —- Constant for setting .

    • FEATURE_MAX = 12 —- Represents the size of the Feature enum.


    enum BlendMode:

    • BLEND_MODE_MIX = 0 —- Default blend mode. The color of the object is blended over the background based on the object’s alpha value.

    • BLEND_MODE_ADD = 1 —- The color of the object is added to the background.

    • BLEND_MODE_SUB = 2 —- The color of the object is subtracted from the background.

    • BLEND_MODE_MUL = 3 —- The color of the object is multiplied by the background.


    enum DepthDrawMode:

    • DEPTH_DRAW_OPAQUE_ONLY = 0 —- Default depth draw mode. Depth is drawn only for opaque objects.

    • DEPTH_DRAW_ALWAYS = 1 —- Depth draw is calculated for both opaque and transparent objects.

    • DEPTH_DRAW_DISABLED = 2 —- No depth draw.

    • DEPTH_DRAW_ALPHA_OPAQUE_PREPASS = 3 —- For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.


    enum CullMode:

    • CULL_BACK = 0 —- Default cull mode. The back of the object is culled when not visible.

    • CULL_FRONT = 1 —- The front of the object is culled when not visible.

    • CULL_DISABLED = 2 —- No culling is performed.


    enum Flags:

    • FLAG_UNSHADED = 0 —- No lighting is used on the object. Color comes directly from ALBEDO.

    • FLAG_USE_VERTEX_LIGHTING = 1 —- Lighting is calculated per-vertex rather than per-pixel. This can be used to increase the speed of the shader at the cost of quality.

    • FLAG_DISABLE_DEPTH_TEST = 2 —- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.

    • FLAG_ALBEDO_FROM_VERTEX_COLOR = 3 —- Set ALBEDO to the per-vertex color specified in the mesh.

    • FLAG_SRGB_VERTEX_COLOR = 4 —- Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.

    • FLAG_USE_POINT_SIZE = 5 —- Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use POINT_COORD instead of UV.

    • FLAG_FIXED_SIZE = 6 —- Object is scaled by depth so that it always appears the same size on screen.

    • FLAG_BILLBOARD_KEEP_SCALE = 7 —- Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when is BILLBOARD_ENABLED.

    • FLAG_UV1_USE_TRIPLANAR = 8 —- Use triplanar texture lookup for all texture lookups that would normally use UV.

    • FLAG_UV2_USE_TRIPLANAR = 9 —- Use triplanar texture lookup for all texture lookups that would normally use UV2.

    • FLAG_AO_ON_UV2 = 11 —- Use UV2 coordinates to look up from the .

    • FLAG_EMISSION_ON_UV2 = 12 —- Use UV2 coordinates to look up from the emission_texture.

    • FLAG_USE_ALPHA_SCISSOR = 13 —- Use alpha scissor. Set by .

    • FLAG_TRIPLANAR_USE_WORLD = 10 —- Use world coordinates in the triplanar texture lookup instead of local coordinates.

    • FLAG_ALBEDO_TEXTURE_FORCE_SRGB = 14 —- Forces the shader to convert albedo from sRGB space to linear space.

    • FLAG_DONT_RECEIVE_SHADOWS = 15 —- Disables receiving shadows from other objects.

    • FLAG_DISABLE_AMBIENT_LIGHT = 17 —- Disables receiving ambient light.

    • FLAG_ALBEDO_TEXTURE_SDF = 19 —- Enables signed distance field rendering shader.

    • FLAG_MAX = 20 —- Represents the size of the Flags enum.


    enum DiffuseMode:

    • DIFFUSE_BURLEY = 0 —- Default diffuse scattering algorithm.

    • DIFFUSE_LAMBERT = 1 —- Diffuse scattering ignores roughness.

    • DIFFUSE_LAMBERT_WRAP = 2 —- Extends Lambert to cover more than 90 degrees when roughness increases.

    • DIFFUSE_OREN_NAYAR = 3 —- Attempts to use roughness to emulate microsurfacing.

    • DIFFUSE_TOON = 4 —- Uses a hard cut for lighting, with smoothing affected by roughness.


    enum SpecularMode:

    • SPECULAR_SCHLICK_GGX = 0 —- Default specular blob.

    • SPECULAR_BLINN = 1 —- Older specular algorithm, included for compatibility.

    • SPECULAR_PHONG = 2 —- Older specular algorithm, included for compatibility.

    • SPECULAR_TOON = 3 —- Toon blob which changes size based on roughness.

    • SPECULAR_DISABLED = 4 —- No specular blob.


    enum BillboardMode:

    • BILLBOARD_DISABLED = 0 —- Billboard mode is disabled.

    • BILLBOARD_ENABLED = 1 —- The object’s Z axis will always face the camera.

    • BILLBOARD_FIXED_Y = 2 —- The object’s X axis will always face the camera.

    • BILLBOARD_PARTICLES = 3 —- Used for particle systems when assigned to and CPUParticles nodes. Enables particles_anim_* properties.

    The or CPUParticles.anim_speed should also be set to a positive value for the animation to play.


    enum TextureChannel:

    • TEXTURE_CHANNEL_RED = 0 —- Used to read from the red channel of a texture.

    • TEXTURE_CHANNEL_GREEN = 1 —- Used to read from the green channel of a texture.

    • TEXTURE_CHANNEL_BLUE = 2 —- Used to read from the blue channel of a texture.

    • TEXTURE_CHANNEL_ALPHA = 3 —- Used to read from the alpha channel of a texture.

    • TEXTURE_CHANNEL_GRAYSCALE = 4 —- Currently unused.


    enum EmissionOperator:

    • EMISSION_OP_ADD = 0 —- Adds the emission color to the color from the emission texture.

    • EMISSION_OP_MULTIPLY = 1 —- Multiplies the emission color by the color from the emission texture.


    enum DistanceFadeMode:

    • DISTANCE_FADE_DISABLED = 0 —- Do not use distance fade.

    • DISTANCE_FADE_PIXEL_ALPHA = 1 —- Smoothly fades the object out based on each pixel’s distance from the camera using the alpha channel.

    • DISTANCE_FADE_PIXEL_DITHER = 2 —- Smoothly fades the object out based on each pixel’s distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than .

    • DISTANCE_FADE_OBJECT_DITHER = 3 —- Smoothly fades the object out based on the object’s distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than DISTANCE_FADE_PIXEL_ALPHA.


    enum AsyncMode:

    • ASYNC_MODE_VISIBLE = 0 —- The real conditioned shader needed on each situation will be sent for background compilation. In the meantime, a very complex shader that adapts to every situation will be used (“ubershader”). This ubershader is much slower to render, but will keep the game running without stalling to compile. Once shader compilation is done, the ubershader is replaced by the traditional optimized shader.

    • ASYNC_MODE_HIDDEN = 1 —- Anything with this material applied won’t be rendered while this material’s shader is being compiled.

    This is useful for optimization, in cases where the visuals won’t suffer from having certain non-essential elements missing during the short time their shaders are being compiled.

    Property Descriptions

    Default

    Color( 1, 1, 1, 1 )

    Setter

    set_albedo(value)

    Getter

    get_albedo()

    The material’s base color.


    • albedo_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture to multiply by albedo_color. Used for basic texturing of objects.


    • anisotropy

    Setter

    set_anisotropy(value)

    Getter

    get_anisotropy()

    The strength of the anisotropy effect. This is multiplied by anisotropy_flowmap‘s alpha channel if a texture is defined there and the texture contains an alpha channel.


    • anisotropy_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If , anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.

    Note: Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.

    Note: Material anisotropy should not to be confused with anisotropic texture filtering. Anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the Anisotropic checkbox then clicking Reimport.


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion.

    If present, the texture’s alpha channel will be used to multiply the strength of the effect. Fully opaque pixels will keep the anisotropy effect’s original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture’s blue channel is ignored.


    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, ambient occlusion is enabled. Ambient occlusion darkens areas based on the .


    Setter

    set_ao_light_affect(value)

    Getter

    get_ao_light_affect()

    Amount that ambient occlusion affects lighting from lights. If 0, ambient occlusion only affects ambient light. If 1, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.


    • ao_on_uv2

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, use UV2 coordinates to look up from the ao_texture.


    • ao_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that defines the amount of ambient occlusion for a given point on the object.


    Setter

    set_ao_texture_channel(value)

    Getter

    get_ao_texture_channel()

    Specifies the channel of the in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


    Default

    0

    Setter

    set_async_mode(value)

    Getter

    get_async_mode()

    If is Synchronous (with or without cache), this determines how this material must behave in regards to asynchronous shader compilation.

    ASYNC_MODE_VISIBLE is the default and the best for most cases.


    • clearcoat

    Setter

    set_clearcoat(value)

    Getter

    get_clearcoat()

    Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect.


    • bool clearcoat_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.

    Note: Clearcoat rendering is not visible if the material has set to true.


    Setter

    set_clearcoat_gloss(value)

    Getter

    get_clearcoat_gloss()

    Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.


    • clearcoat_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.


    • bool depth_deep_parallax

    Setter

    set_depth_deep_parallax(value)

    Getter

    is_depth_deep_parallax_enabled()

    If true, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.


    • depth_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, depth mapping is enabled (also called “parallax mapping” or “height mapping”). See also normal_enabled.

    Note: Depth mapping is not supported if triplanar mapping is used on the same material. The value of will be ignored if uv1_triplanar is enabled.


    • depth_flip_binormal

    Setter

    set_depth_deep_parallax_flip_binormal(value)

    Getter

    get_depth_deep_parallax_flip_binormal()

    If true, direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect.


    • bool depth_flip_tangent

    Setter

    set_depth_deep_parallax_flip_tangent(value)

    Getter

    get_depth_deep_parallax_flip_tangent()

    If true, direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect.


    • depth_max_layers

    Setter

    set_depth_deep_parallax_max_layers(value)

    Getter

    get_depth_deep_parallax_max_layers()

    Number of layers to use when using depth_deep_parallax and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.


    • depth_min_layers

    Setter

    set_depth_deep_parallax_min_layers(value)

    Getter

    get_depth_deep_parallax_min_layers()

    Number of layers to use when using depth_deep_parallax and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.


    • depth_scale

    Setter

    set_depth_scale(value)

    Getter

    get_depth_scale()

    Scales the depth offset effect. A higher number will create a larger depth.


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to determine depth at a given pixel. Depth is always stored in the red channel.


    • detail_albedo

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that specifies the color of the detail overlay.


    Setter

    set_detail_blend_mode(value)

    Getter

    get_detail_blend_mode()

    Specifies how the should blend with the current ALBEDO. See BlendMode for options.


    • detail_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on detail_mask. This can be used to add variation to objects, or to blend between two different albedo/normal textures.


    • detail_mask

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to specify how the detail textures get blended with the base textures.


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that specifies the per-pixel normal of the detail overlay.

    Note: Godot expects the normal map to use X+, Y+, and Z+ coordinates. See for a comparison of normal map coordinates expected by popular engines.


    Setter

    set_detail_uv(value)

    Getter

    get_detail_uv()

    Specifies whether to use UV or UV2 for the detail layer. See for options.


    • float distance_fade_max_distance

    Setter

    set_distance_fade_max_distance(value)

    Getter

    get_distance_fade_max_distance()

    Distance at which the object appears fully opaque.

    Note: If distance_fade_max_distance is less than distance_fade_min_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.


    • distance_fade_min_distance

    Setter

    set_distance_fade_min_distance(value)

    Getter

    get_distance_fade_min_distance()

    Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.

    Note: If distance_fade_min_distance is greater than distance_fade_max_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.


    Default

    0

    Setter

    set_distance_fade(value)

    Getter

    get_distance_fade()

    Specifies which type of fade to use. Can be any of the s.


    Setter

    set_emission(value)

    Getter

    get_emission()

    The emitted light’s color. See .


    • bool emission_enabled

    If true, the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a or BakedLightmap is used and this object is used in baked lighting.


    • emission_energy

    Setter

    set_emission_energy(value)

    Getter

    get_emission_energy()

    The emitted light’s strength. See emission_enabled.


    • emission_on_uv2

    Setter

    set_flag(value)

    Getter

    get_flag()

    Use UV2 to read from the emission_texture.


    • emission_operator

    Setter

    set_emission_operator(value)

    Getter

    get_emission_operator()

    Sets how emission interacts with . Can either add or multiply. See EmissionOperator for options.


    • emission_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that specifies how much surface emits light at a given point.


    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    Forces a conversion of the albedo_texture from sRGB space to linear space.


    • flags_albedo_tex_msdf

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    Enables signed distance field rendering shader.


    • bool flags_disable_ambient_light

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the object receives no ambient light.


    • flags_do_not_receive_shadows

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the object receives no shadow that would otherwise be cast onto it.


    • bool flags_ensure_correct_normals

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the shader will compute extra operations to make sure the normal stays correct when using a non-uniform scale. Only enable if using non-uniform scaling.


    • flags_fixed_size

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the object is rendered at the same size regardless of distance.


    • bool flags_no_depth_test

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, depth testing is disabled and the object will be drawn in render order.


    • flags_transparent

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, transparency is enabled on the body. See also params_blend_mode.


    • flags_unshaded

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the object is unaffected by lighting.


    • bool flags_use_point_size

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, render point size can be changed.

    Note: This is only effective for objects whose geometry is point-based rather than triangle-based. See also .


    • bool flags_use_shadow_to_opacity

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, enables the “shadow to opacity” render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.


    • flags_vertex_lighting

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices, especially for meshes with a lower polygon count. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled.

    See also ProjectSettings.rendering/quality/shading/force_vertex_shading which can globally enable vertex shading on all materials.

    Note: By default, vertex shading is enforced on mobile platforms by ‘s mobile override.


    • bool flags_world_triplanar

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, triplanar mapping is calculated in world space rather than object local space. See also .


    Default

    0.0

    Setter

    set_metallic(value)

    Getter

    get_metallic()

    A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use .


    Default

    0.5

    Setter

    set_specular(value)

    Getter

    get_specular()

    Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.

    Note: Unlike , this is not energy-conserving, so it should be left at 0.5 in most cases. See also roughness.


    • metallic_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to specify metallic for an object. This is multiplied by metallic.


    • metallic_texture_channel

    Default

    0

    Setter

    set_metallic_texture_channel(value)

    Getter

    get_metallic_texture_channel()

    Specifies the channel of the metallic_texture in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


    • normal_enabled

    Default

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, normal mapping is enabled.


    Setter

    set_normal_scale(value)

    Getter

    get_normal_scale()

    The strength of the normal map’s effect.


    • normal_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to specify the normal at a given pixel. The normal_texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from normal_texture is oriented around the surface normal provided by the Mesh.

    Note: The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won’t render correctly and will only appear to darken the whole surface. If creating geometry with , you can use SurfaceTool.generate_normals and to automatically generate normals and tangents respectively.

    Note: Godot expects the normal map to use X+, Y+, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.


    • params_alpha_scissor_threshold

    Setter

    set_alpha_scissor_threshold(value)

    Getter

    get_alpha_scissor_threshold()

    Threshold at which the alpha scissor will discard values.


    • bool params_billboard_keep_scale

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when is BILLBOARD_ENABLED.


    • params_billboard_mode

    Default

    0

    Setter

    set_billboard_mode(value)

    Getter

    get_billboard_mode()

    Controls how the object faces the camera. See BillboardMode.

    Note: Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See for details.


    Default

    0

    Setter

    set_blend_mode(value)

    Getter

    get_blend_mode()

    The material’s blend mode.

    Note: Values other than Mix force the object into the transparent pipeline. See .


    Default

    0

    Setter

    set_cull_mode(value)

    Getter

    get_cull_mode()

    Which side of the object is not drawn when backfaces are rendered. See .


    Default

    0

    Setter

    set_depth_draw_mode(value)

    Getter

    get_depth_draw_mode()

    Determines when depth rendering takes place. See . See also flags_transparent.


    • params_diffuse_mode

    Default

    0

    Setter

    set_diffuse_mode(value)

    Getter

    get_diffuse_mode()

    The algorithm used for diffuse light scattering. See DiffuseMode.


    • params_grow

    Default

    false

    Setter

    set_grow_enabled(value)

    Getter

    is_grow_enabled()

    If true, enables the vertex grow setting. See params_grow_amount.


    • params_grow_amount

    Setter

    set_grow(value)

    Getter

    get_grow()

    Grows object vertices in the direction of their normals.


    Default

    1.0

    Setter

    set_line_width(value)

    Getter

    get_line_width()

    Currently unimplemented in Godot.


    • params_point_size

    The point size in pixels. See flags_use_point_size.


    • params_specular_mode

    Default

    0

    Setter

    set_specular_mode(value)

    Getter

    get_specular_mode()

    The method for rendering the specular blob. See SpecularMode.


    • params_use_alpha_scissor

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the shader will discard all pixels that have an alpha value less than params_alpha_scissor_threshold.


    • particles_anim_h_frames

    Setter

    set_particles_anim_h_frames(value)

    Getter

    get_particles_anim_h_frames()

    The number of horizontal frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See .


    • bool particles_anim_loop

    Setter

    set_particles_anim_loop(value)

    Getter

    get_particles_anim_loop()

    If true, particle animations are looped. Only enabled when using . See params_billboard_mode.


    • particles_anim_v_frames

    Setter

    set_particles_anim_v_frames(value)

    Getter

    get_particles_anim_v_frames()

    The number of vertical frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See .


    • float proximity_fade_distance

    Setter

    set_proximity_fade_distance(value)

    Getter

    get_proximity_fade_distance()

    Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.


    • proximity_fade_enable

    Default

    false

    Setter

    set_proximity_fade(value)

    Getter

    is_proximity_fade_enabled()

    If true, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.


    • bool refraction_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, the refraction effect is enabled. Refraction distorts transparency based on light from behind the object. When using the GLES3 backend, the material’s roughness value will affect the blurriness of the refraction. Higher roughness values will make the refraction look blurrier.


    • refraction_scale

    Setter

    set_refraction(value)

    Getter

    get_refraction()

    The strength of the refraction effect. Higher values result in a more distorted appearance for the refraction.


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture that controls the strength of the refraction per-pixel. Multiplied by .


    Setter

    set_refraction_texture_channel(value)

    Getter

    get_refraction_texture_channel()

    Specifies the channel of the in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


    Setter

    set_rim(value)

    Getter

    get_rim()

    Sets the strength of the rim lighting effect.


    • rim_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.

    Note: Rim lighting is not visible if the material has flags_unshaded set to true.


    • rim_texture

    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by rim.


    • rim_tint

    Setter

    set_rim_tint(value)

    Getter

    get_rim_tint()

    The amount of to blend light and albedo color when rendering rim effect. If 0 the light color is used, while 1 means albedo color is used. An intermediate value generally works best.


    Default

    1.0

    Setter

    set_roughness(value)

    Getter

    get_roughness()

    Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also .


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to control the roughness per-pixel. Multiplied by .


    Default

    0

    Setter

    set_roughness_texture_channel(value)

    Getter

    get_roughness_texture_channel()

    Specifies the channel of the in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


    • bool subsurf_scatter_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, subsurface scattering is enabled. Emulates light that penetrates an object’s surface, is scattered, and then emerges.


    • subsurf_scatter_strength

    Setter

    set_subsurface_scattering_strength(value)

    Getter

    get_subsurface_scattering_strength()

    The strength of the subsurface scattering effect.


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by .


    Setter

    set_transmission(value)

    Getter

    get_transmission()

    The color used by the transmission effect. Represents the light passing through an object.


    • transmission_enabled

    Default

    false

    Setter

    set_feature(value)

    Getter

    get_feature()

    If true, the transmission effect is enabled.


    Setter

    set_texture(value)

    Getter

    get_texture()

    Texture used to control the transmission effect per-pixel. Added to .


    Default

    Vector3( 0, 0, 0 )

    Setter

    set_uv1_offset(value)

    Getter

    get_uv1_offset()

    How much to offset the UV coordinates. This amount will be added to UV in the vertex function. This can be used to offset a texture.


    • uv1_scale

    Default

    Vector3( 1, 1, 1 )

    Setter

    set_uv1_scale(value)

    Getter

    get_uv1_scale()

    How much to scale the UV coordinates. This is multiplied by UV in the vertex function.


    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, instead of using UV textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object’s surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.


    • uv1_triplanar_sharpness

    Default

    1.0

    Setter

    set_uv1_triplanar_blend_sharpness(value)

    Getter

    get_uv1_triplanar_blend_sharpness()

    A lower number blends the texture more softly while a higher number blends the texture more sharply.


    Default

    Vector3( 0, 0, 0 )

    Setter

    set_uv2_offset(value)

    Getter

    get_uv2_offset()

    How much to offset the UV2 coordinates. This amount will be added to UV2 in the vertex function. This can be used to offset a texture.


    • uv2_scale

    Default

    Vector3( 1, 1, 1 )

    Setter

    set_uv2_scale(value)

    Getter

    get_uv2_scale()

    How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function.


    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, instead of using UV2 textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object’s surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.


    • uv2_triplanar_sharpness

    Default

    1.0

    Setter

    set_uv2_triplanar_blend_sharpness(value)

    Getter

    get_uv2_triplanar_blend_sharpness()

    A lower number blends the texture more softly while a higher number blends the texture more sharply.


    • bool vertex_color_is_srgb

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the model’s vertex colors are processed as sRGB mode.


    • vertex_color_use_as_albedo

    Default

    false

    Setter

    set_flag(value)

    Getter

    get_flag()

    If true, the vertex color is used as albedo color.

    • get_feature ( Feature feature ) const

    Returns true, if the specified is enabled.


    • bool get_flag ( flag ) const

    Returns true, if the specified flag is enabled. See Flags enumerator for options.


    Returns the associated with the specified TextureParam.


    • void set_feature ( feature, bool enable )

    If true, enables the specified . Many features that are available in SpatialMaterials need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to true.


    If true, enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to . See Flags enumerator for options.


    • void set_texture ( param, Texture texture )