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 | |
( 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 ofUV
.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
- Color albedo_color
Default |
|
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 |
|
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.
- Texture anisotropy_flowmap
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.
- bool ao_enabled
Default |
|
Setter | set_feature(value) |
Getter | get_feature() |
If true
, ambient occlusion is enabled. Ambient occlusion darkens areas based on the .
- float ao_light_affect
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.
- TextureChannel ao_texture_channel
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.
- AsyncMode async_mode
Default |
|
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 |
|
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
.
- float clearcoat_gloss
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 |
|
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.
- Texture depth_texture
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.
- BlendMode detail_blend_mode
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 |
|
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.
- Texture detail_normal
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.
- DetailUV detail_uv_layer
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
.
- DistanceFadeMode distance_fade_mode
Default |
|
Setter | set_distance_fade(value) |
Getter | get_distance_fade() |
Specifies which type of fade to use. Can be any of the s.
- Color emission
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 |
|
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 |
|
Setter | set_flag(value) |
Getter | get_flag() |
Enables signed distance field rendering shader.
- bool flags_disable_ambient_light
Default |
|
Setter | set_flag(value) |
Getter | get_flag() |
If true
, the object receives no ambient light.
- flags_do_not_receive_shadows
Default |
|
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 |
|
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 |
|
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 |
|
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 |
|
Setter | set_feature(value) |
Getter | get_feature() |
If true
, transparency is enabled on the body. See also params_blend_mode.
- flags_unshaded
Default |
|
Setter | set_flag(value) |
Getter | get_flag() |
If true
, the object is unaffected by lighting.
- bool flags_use_point_size
Default |
|
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 |
|
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 |
|
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 |
|
Setter | set_flag(value) |
Getter | get_flag() |
If true
, triplanar mapping is calculated in world space rather than object local space. See also .
- float metallic
Default |
|
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 .
- float metallic_specular
Default |
|
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 |
|
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.
- float normal_scale
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 |
|
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 |
|
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.
- BlendMode params_blend_mode
Default |
|
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 .
- CullMode params_cull_mode
Default |
|
Setter | set_cull_mode(value) |
Getter | get_cull_mode() |
Which side of the object is not drawn when backfaces are rendered. See .
- DepthDrawMode params_depth_draw_mode
Default |
|
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 |
|
Setter | set_diffuse_mode(value) |
Getter | get_diffuse_mode() |
The algorithm used for diffuse light scattering. See DiffuseMode.
- params_grow
Default |
|
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.
- float params_line_width
Default |
|
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 |
|
Setter | set_specular_mode(value) |
Getter | get_specular_mode() |
The method for rendering the specular blob. See SpecularMode.
- params_use_alpha_scissor
Default |
|
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 |
|
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 |
|
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.
- Texture refraction_texture
Setter | set_texture(value) |
Getter | get_texture() |
Texture that controls the strength of the refraction per-pixel. Multiplied by .
- TextureChannel refraction_texture_channel
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.
- float rim
Setter | set_rim(value) |
Getter | get_rim() |
Sets the strength of the rim lighting effect.
- rim_enabled
Default |
|
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.
- float roughness
Default |
|
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 .
- Texture roughness_texture
Setter | set_texture(value) |
Getter | get_texture() |
Texture used to control the roughness per-pixel. Multiplied by .
- TextureChannel roughness_texture_channel
Default |
|
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 |
|
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.
- Texture subsurf_scatter_texture
Setter | set_texture(value) |
Getter | get_texture() |
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by .
- Color transmission
Setter | set_transmission(value) |
Getter | get_transmission() |
The color used by the transmission effect. Represents the light passing through an object.
- transmission_enabled
Default |
|
Setter | set_feature(value) |
Getter | get_feature() |
If true
, the transmission effect is enabled.
- Texture transmission_texture
Setter | set_texture(value) |
Getter | get_texture() |
Texture used to control the transmission effect per-pixel. Added to .
- Vector3 uv1_offset
Default |
|
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 |
|
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.
- bool uv1_triplanar
Default |
|
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 |
|
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.
- Vector3 uv2_offset
Default |
|
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 |
|
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.
- bool uv2_triplanar
Default |
|
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 |
|
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 |
|
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 |
|
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.
- get_texture ( TextureParam param ) const
Returns the associated with the specified TextureParam.
- void set_feature ( feature, bool enable )
If true
, enables the specified . Many features that are available in SpatialMaterial
s 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 )