Documentation
¶
Overview ¶
Package BaseMaterial3D provides methods for working with BaseMaterial3D object instances.
Index ¶
- type Advanced
- type AlphaAntiAliasing
- type Any
- type BillboardMode
- type BlendMode
- type CullMode
- type DepthDrawMode
- type DetailUV
- type DiffuseMode
- type DistanceFadeMode
- type EmissionOperator
- type Feature
- type Flags
- type Instance
- func (self Instance) AlbedoColor() Color.RGBA
- func (self Instance) AlbedoTexture() [1]gdclass.Texture2D
- func (self Instance) AlbedoTextureForceSrgb() bool
- func (self Instance) AlbedoTextureMsdf() bool
- func (self Instance) AlphaAntialiasingEdge() Float.X
- func (self Instance) AlphaAntialiasingMode() gdclass.BaseMaterial3DAlphaAntiAliasing
- func (self Instance) AlphaHashScale() Float.X
- func (self Instance) AlphaScissorThreshold() Float.X
- func (self Instance) Anisotropy() Float.X
- func (self Instance) AnisotropyEnabled() bool
- func (self Instance) AnisotropyFlowmap() [1]gdclass.Texture2D
- func (self Instance) AoEnabled() bool
- func (self Instance) AoLightAffect() Float.X
- func (self Instance) AoOnUv2() bool
- func (self Instance) AoTexture() [1]gdclass.Texture2D
- func (self Instance) AoTextureChannel() gdclass.BaseMaterial3DTextureChannel
- func (self Instance) AsBaseMaterial3D() Instance
- func (self Instance) AsMaterial() Material.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) Backlight() Color.RGBA
- func (self Instance) BacklightEnabled() bool
- func (self Instance) BacklightTexture() [1]gdclass.Texture2D
- func (self Instance) BillboardKeepScale() bool
- func (self Instance) BillboardMode() gdclass.BaseMaterial3DBillboardMode
- func (self Instance) BlendMode() gdclass.BaseMaterial3DBlendMode
- func (self Instance) Clearcoat() Float.X
- func (self Instance) ClearcoatEnabled() bool
- func (self Instance) ClearcoatRoughness() Float.X
- func (self Instance) ClearcoatTexture() [1]gdclass.Texture2D
- func (self Instance) CullMode() gdclass.BaseMaterial3DCullMode
- func (self Instance) DepthDrawMode() gdclass.BaseMaterial3DDepthDrawMode
- func (self Instance) DetailAlbedo() [1]gdclass.Texture2D
- func (self Instance) DetailBlendMode() gdclass.BaseMaterial3DBlendMode
- func (self Instance) DetailEnabled() bool
- func (self Instance) DetailMask() [1]gdclass.Texture2D
- func (self Instance) DetailNormal() [1]gdclass.Texture2D
- func (self Instance) DetailUvLayer() gdclass.BaseMaterial3DDetailUV
- func (self Instance) DiffuseMode() gdclass.BaseMaterial3DDiffuseMode
- func (self Instance) DisableAmbientLight() bool
- func (self Instance) DisableFog() bool
- func (self Instance) DisableReceiveShadows() bool
- func (self Instance) DistanceFadeMaxDistance() Float.X
- func (self Instance) DistanceFadeMinDistance() Float.X
- func (self Instance) DistanceFadeMode() gdclass.BaseMaterial3DDistanceFadeMode
- func (self Instance) Emission() Color.RGBA
- func (self Instance) EmissionEnabled() bool
- func (self Instance) EmissionEnergyMultiplier() Float.X
- func (self Instance) EmissionIntensity() Float.X
- func (self Instance) EmissionOnUv2() bool
- func (self Instance) EmissionOperator() gdclass.BaseMaterial3DEmissionOperator
- func (self Instance) EmissionTexture() [1]gdclass.Texture2D
- func (self Instance) FixedSize() bool
- func (self Instance) Grow() bool
- func (self Instance) GrowAmount() Float.X
- func (self Instance) HeightmapDeepParallax() bool
- func (self Instance) HeightmapEnabled() bool
- func (self Instance) HeightmapFlipBinormal() bool
- func (self Instance) HeightmapFlipTangent() bool
- func (self Instance) HeightmapFlipTexture() bool
- func (self Instance) HeightmapMaxLayers() int
- func (self Instance) HeightmapMinLayers() int
- func (self Instance) HeightmapScale() Float.X
- func (self Instance) HeightmapTexture() [1]gdclass.Texture2D
- func (self Instance) Metallic() Float.X
- func (self Instance) MetallicSpecular() Float.X
- func (self Instance) MetallicTexture() [1]gdclass.Texture2D
- func (self Instance) MetallicTextureChannel() gdclass.BaseMaterial3DTextureChannel
- func (self Instance) MsdfOutlineSize() Float.X
- func (self Instance) MsdfPixelRange() Float.X
- func (self Instance) NoDepthTest() bool
- func (self Instance) NormalEnabled() bool
- func (self Instance) NormalScale() Float.X
- func (self Instance) NormalTexture() [1]gdclass.Texture2D
- func (self Instance) OrmTexture() [1]gdclass.Texture2D
- func (self Instance) ParticlesAnimHFrames() int
- func (self Instance) ParticlesAnimLoop() bool
- func (self Instance) ParticlesAnimVFrames() int
- func (self Instance) PointSize() Float.X
- func (self Instance) ProximityFadeDistance() Float.X
- func (self Instance) ProximityFadeEnabled() bool
- func (self Instance) RefractionEnabled() bool
- func (self Instance) RefractionScale() Float.X
- func (self Instance) RefractionTexture() [1]gdclass.Texture2D
- func (self Instance) RefractionTextureChannel() gdclass.BaseMaterial3DTextureChannel
- func (self Instance) Rim() Float.X
- func (self Instance) RimEnabled() bool
- func (self Instance) RimTexture() [1]gdclass.Texture2D
- func (self Instance) RimTint() Float.X
- func (self Instance) Roughness() Float.X
- func (self Instance) RoughnessTexture() [1]gdclass.Texture2D
- func (self Instance) RoughnessTextureChannel() gdclass.BaseMaterial3DTextureChannel
- func (self Instance) SetAlbedoColor(value Color.RGBA)
- func (self Instance) SetAlbedoTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetAlbedoTextureForceSrgb(value bool)
- func (self Instance) SetAlbedoTextureMsdf(value bool)
- func (self Instance) SetAlphaAntialiasingEdge(value Float.X)
- func (self Instance) SetAlphaAntialiasingMode(value gdclass.BaseMaterial3DAlphaAntiAliasing)
- func (self Instance) SetAlphaHashScale(value Float.X)
- func (self Instance) SetAlphaScissorThreshold(value Float.X)
- func (self Instance) SetAnisotropy(value Float.X)
- func (self Instance) SetAnisotropyEnabled(value bool)
- func (self Instance) SetAnisotropyFlowmap(value [1]gdclass.Texture2D)
- func (self Instance) SetAoEnabled(value bool)
- func (self Instance) SetAoLightAffect(value Float.X)
- func (self Instance) SetAoOnUv2(value bool)
- func (self Instance) SetAoTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetAoTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
- func (self Instance) SetBacklight(value Color.RGBA)
- func (self Instance) SetBacklightEnabled(value bool)
- func (self Instance) SetBacklightTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetBillboardKeepScale(value bool)
- func (self Instance) SetBillboardMode(value gdclass.BaseMaterial3DBillboardMode)
- func (self Instance) SetBlendMode(value gdclass.BaseMaterial3DBlendMode)
- func (self Instance) SetClearcoat(value Float.X)
- func (self Instance) SetClearcoatEnabled(value bool)
- func (self Instance) SetClearcoatRoughness(value Float.X)
- func (self Instance) SetClearcoatTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetCullMode(value gdclass.BaseMaterial3DCullMode)
- func (self Instance) SetDepthDrawMode(value gdclass.BaseMaterial3DDepthDrawMode)
- func (self Instance) SetDetailAlbedo(value [1]gdclass.Texture2D)
- func (self Instance) SetDetailBlendMode(value gdclass.BaseMaterial3DBlendMode)
- func (self Instance) SetDetailEnabled(value bool)
- func (self Instance) SetDetailMask(value [1]gdclass.Texture2D)
- func (self Instance) SetDetailNormal(value [1]gdclass.Texture2D)
- func (self Instance) SetDetailUvLayer(value gdclass.BaseMaterial3DDetailUV)
- func (self Instance) SetDiffuseMode(value gdclass.BaseMaterial3DDiffuseMode)
- func (self Instance) SetDisableAmbientLight(value bool)
- func (self Instance) SetDisableFog(value bool)
- func (self Instance) SetDisableReceiveShadows(value bool)
- func (self Instance) SetDistanceFadeMaxDistance(value Float.X)
- func (self Instance) SetDistanceFadeMinDistance(value Float.X)
- func (self Instance) SetDistanceFadeMode(value gdclass.BaseMaterial3DDistanceFadeMode)
- func (self Instance) SetEmission(value Color.RGBA)
- func (self Instance) SetEmissionEnabled(value bool)
- func (self Instance) SetEmissionEnergyMultiplier(value Float.X)
- func (self Instance) SetEmissionIntensity(value Float.X)
- func (self Instance) SetEmissionOnUv2(value bool)
- func (self Instance) SetEmissionOperator(value gdclass.BaseMaterial3DEmissionOperator)
- func (self Instance) SetEmissionTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetFixedSize(value bool)
- func (self Instance) SetGrow(value bool)
- func (self Instance) SetGrowAmount(value Float.X)
- func (self Instance) SetHeightmapDeepParallax(value bool)
- func (self Instance) SetHeightmapEnabled(value bool)
- func (self Instance) SetHeightmapFlipBinormal(value bool)
- func (self Instance) SetHeightmapFlipTangent(value bool)
- func (self Instance) SetHeightmapFlipTexture(value bool)
- func (self Instance) SetHeightmapMaxLayers(value int)
- func (self Instance) SetHeightmapMinLayers(value int)
- func (self Instance) SetHeightmapScale(value Float.X)
- func (self Instance) SetHeightmapTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetMetallic(value Float.X)
- func (self Instance) SetMetallicSpecular(value Float.X)
- func (self Instance) SetMetallicTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetMetallicTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
- func (self Instance) SetMsdfOutlineSize(value Float.X)
- func (self Instance) SetMsdfPixelRange(value Float.X)
- func (self Instance) SetNoDepthTest(value bool)
- func (self Instance) SetNormalEnabled(value bool)
- func (self Instance) SetNormalScale(value Float.X)
- func (self Instance) SetNormalTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetOrmTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetParticlesAnimHFrames(value int)
- func (self Instance) SetParticlesAnimLoop(value bool)
- func (self Instance) SetParticlesAnimVFrames(value int)
- func (self Instance) SetPointSize(value Float.X)
- func (self Instance) SetProximityFadeDistance(value Float.X)
- func (self Instance) SetProximityFadeEnabled(value bool)
- func (self Instance) SetRefractionEnabled(value bool)
- func (self Instance) SetRefractionScale(value Float.X)
- func (self Instance) SetRefractionTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetRefractionTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
- func (self Instance) SetRim(value Float.X)
- func (self Instance) SetRimEnabled(value bool)
- func (self Instance) SetRimTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetRimTint(value Float.X)
- func (self Instance) SetRoughness(value Float.X)
- func (self Instance) SetRoughnessTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetRoughnessTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
- func (self Instance) SetShadingMode(value gdclass.BaseMaterial3DShadingMode)
- func (self Instance) SetShadowToOpacity(value bool)
- func (self Instance) SetSpecularMode(value gdclass.BaseMaterial3DSpecularMode)
- func (self Instance) SetSubsurfScatterEnabled(value bool)
- func (self Instance) SetSubsurfScatterSkinMode(value bool)
- func (self Instance) SetSubsurfScatterStrength(value Float.X)
- func (self Instance) SetSubsurfScatterTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetSubsurfScatterTransmittanceBoost(value Float.X)
- func (self Instance) SetSubsurfScatterTransmittanceColor(value Color.RGBA)
- func (self Instance) SetSubsurfScatterTransmittanceDepth(value Float.X)
- func (self Instance) SetSubsurfScatterTransmittanceEnabled(value bool)
- func (self Instance) SetSubsurfScatterTransmittanceTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetTextureFilter(value gdclass.BaseMaterial3DTextureFilter)
- func (self Instance) SetTextureRepeat(value bool)
- func (self Instance) SetTransparency(value gdclass.BaseMaterial3DTransparency)
- func (self Instance) SetUseParticleTrails(value bool)
- func (self Instance) SetUsePointSize(value bool)
- func (self Instance) SetUv1Offset(value Vector3.XYZ)
- func (self Instance) SetUv1Scale(value Vector3.XYZ)
- func (self Instance) SetUv1Triplanar(value bool)
- func (self Instance) SetUv1TriplanarSharpness(value Float.X)
- func (self Instance) SetUv1WorldTriplanar(value bool)
- func (self Instance) SetUv2Offset(value Vector3.XYZ)
- func (self Instance) SetUv2Scale(value Vector3.XYZ)
- func (self Instance) SetUv2Triplanar(value bool)
- func (self Instance) SetUv2TriplanarSharpness(value Float.X)
- func (self Instance) SetUv2WorldTriplanar(value bool)
- func (self Instance) SetVertexColorIsSrgb(value bool)
- func (self Instance) SetVertexColorUseAsAlbedo(value bool)
- func (self Instance) ShadingMode() gdclass.BaseMaterial3DShadingMode
- func (self Instance) ShadowToOpacity() bool
- func (self Instance) SpecularMode() gdclass.BaseMaterial3DSpecularMode
- func (self Instance) SubsurfScatterEnabled() bool
- func (self Instance) SubsurfScatterSkinMode() bool
- func (self Instance) SubsurfScatterStrength() Float.X
- func (self Instance) SubsurfScatterTexture() [1]gdclass.Texture2D
- func (self Instance) SubsurfScatterTransmittanceBoost() Float.X
- func (self Instance) SubsurfScatterTransmittanceColor() Color.RGBA
- func (self Instance) SubsurfScatterTransmittanceDepth() Float.X
- func (self Instance) SubsurfScatterTransmittanceEnabled() bool
- func (self Instance) SubsurfScatterTransmittanceTexture() [1]gdclass.Texture2D
- func (self Instance) TextureFilter() gdclass.BaseMaterial3DTextureFilter
- func (self Instance) TextureRepeat() bool
- func (self Instance) Transparency() gdclass.BaseMaterial3DTransparency
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) UseParticleTrails() bool
- func (self Instance) UsePointSize() bool
- func (self Instance) Uv1Offset() Vector3.XYZ
- func (self Instance) Uv1Scale() Vector3.XYZ
- func (self Instance) Uv1Triplanar() bool
- func (self Instance) Uv1TriplanarSharpness() Float.X
- func (self Instance) Uv1WorldTriplanar() bool
- func (self Instance) Uv2Offset() Vector3.XYZ
- func (self Instance) Uv2Scale() Vector3.XYZ
- func (self Instance) Uv2Triplanar() bool
- func (self Instance) Uv2TriplanarSharpness() Float.X
- func (self Instance) Uv2WorldTriplanar() bool
- func (self Instance) VertexColorIsSrgb() bool
- func (self Instance) VertexColorUseAsAlbedo() bool
- func (self Instance) Virtual(name string) reflect.Value
- type ShadingMode
- type SpecularMode
- type TextureChannel
- type TextureFilter
- type TextureParam
- type Transparency
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type AlphaAntiAliasing ¶
type AlphaAntiAliasing = gdclass.BaseMaterial3DAlphaAntiAliasing //gd:BaseMaterial3D.AlphaAntiAliasing
const ( /*Disables Alpha AntiAliasing for the material.*/ AlphaAntialiasingOff AlphaAntiAliasing = 0 /*Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask.*/ AlphaAntialiasingAlphaToCoverage AlphaAntiAliasing = 1 /*Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.*/ AlphaAntialiasingAlphaToCoverageAndToOne AlphaAntiAliasing = 2 )
type BillboardMode ¶
type BillboardMode = gdclass.BaseMaterial3DBillboardMode //gd:BaseMaterial3D.BillboardMode
const ( /*Billboard mode is disabled.*/ BillboardDisabled BillboardMode = 0 /*The object's Z axis will always face the camera.*/ BillboardEnabled BillboardMode = 1 /*The object's X axis will always face the camera.*/ BillboardFixedY BillboardMode = 2 /*Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/code] properties. The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play.*/ BillboardParticles BillboardMode = 3 )
type BlendMode ¶
type BlendMode = gdclass.BaseMaterial3DBlendMode //gd:BaseMaterial3D.BlendMode
const ( /*Default blend mode. The color of the object is blended over the background based on the object's alpha value.*/ BlendModeMix BlendMode = 0 /*The color of the object is added to the background.*/ BlendModeAdd BlendMode = 1 /*The color of the object is subtracted from the background.*/ BlendModeSub BlendMode = 2 /*The color of the object is multiplied by the background.*/ BlendModeMul BlendMode = 3 /*The color of the object is added to the background and the alpha channel is used to mask out the background. This is effectively a hybrid of the blend mix and add modes, useful for effects like fire where you want the flame to add but the smoke to mix. By default, this works with unshaded materials using premultiplied textures. For shaded materials, use the [code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated as well.*/ BlendModePremultAlpha BlendMode = 4 )
type CullMode ¶
type CullMode = gdclass.BaseMaterial3DCullMode //gd:BaseMaterial3D.CullMode
const ( /*Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes, this means that only the exterior of the mesh will be visible.*/ CullBack CullMode = 0 /*Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes, this means that the interior of the mesh will be drawn instead of the exterior.*/ CullFront CullMode = 1 /*No face culling is performed; both the front face and back face will be visible.*/ CullDisabled CullMode = 2 )
type DepthDrawMode ¶
type DepthDrawMode = gdclass.BaseMaterial3DDepthDrawMode //gd:BaseMaterial3D.DepthDrawMode
const ( /*Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.*/ DepthDrawOpaqueOnly DepthDrawMode = 0 /*Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them. [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].*/ DepthDrawAlways DepthDrawMode = 1 /*Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).*/ DepthDrawDisabled DepthDrawMode = 2 )
type DetailUV ¶
type DetailUV = gdclass.BaseMaterial3DDetailUV //gd:BaseMaterial3D.DetailUV
type DiffuseMode ¶
type DiffuseMode = gdclass.BaseMaterial3DDiffuseMode //gd:BaseMaterial3D.DiffuseMode
const ( /*Default diffuse scattering algorithm.*/ DiffuseBurley DiffuseMode = 0 /*Diffuse scattering ignores roughness.*/ DiffuseLambert DiffuseMode = 1 /*Extends Lambert to cover more than 90 degrees when roughness increases.*/ DiffuseLambertWrap DiffuseMode = 2 /*Uses a hard cut for lighting, with smoothing affected by roughness.*/ DiffuseToon DiffuseMode = 3 )
type DistanceFadeMode ¶
type DistanceFadeMode = gdclass.BaseMaterial3DDistanceFadeMode //gd:BaseMaterial3D.DistanceFadeMode
const ( /*Do not use distance fade.*/ DistanceFadeDisabled DistanceFadeMode = 0 /*Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.*/ DistanceFadePixelAlpha DistanceFadeMode = 1 /*Smoothly fades the object out based on each pixel's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].*/ DistanceFadePixelDither DistanceFadeMode = 2 /*Smoothly fades the object out based on the object's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant DISTANCE_FADE_PIXEL_DITHER].*/ DistanceFadeObjectDither DistanceFadeMode = 3 )
type EmissionOperator ¶
type EmissionOperator = gdclass.BaseMaterial3DEmissionOperator //gd:BaseMaterial3D.EmissionOperator
const ( /*Adds the emission color to the color from the emission texture.*/ EmissionOpAdd EmissionOperator = 0 /*Multiplies the emission color by the color from the emission texture.*/ EmissionOpMultiply EmissionOperator = 1 )
type Feature ¶
type Feature = gdclass.BaseMaterial3DFeature //gd:BaseMaterial3D.Feature
const ( /*Constant for setting [member emission_enabled].*/ FeatureEmission Feature = 0 /*Constant for setting [member normal_enabled].*/ FeatureNormalMapping Feature = 1 /*Constant for setting [member rim_enabled].*/ FeatureRim Feature = 2 /*Constant for setting [member clearcoat_enabled].*/ FeatureClearcoat Feature = 3 /*Constant for setting [member anisotropy_enabled].*/ FeatureAnisotropy Feature = 4 /*Constant for setting [member ao_enabled].*/ FeatureAmbientOcclusion Feature = 5 /*Constant for setting [member heightmap_enabled].*/ FeatureHeightMapping Feature = 6 /*Constant for setting [member subsurf_scatter_enabled].*/ FeatureSubsurfaceScattering Feature = 7 /*Constant for setting [member subsurf_scatter_transmittance_enabled].*/ FeatureSubsurfaceTransmittance Feature = 8 /*Constant for setting [member backlight_enabled].*/ FeatureBacklight Feature = 9 /*Constant for setting [member refraction_enabled].*/ FeatureRefraction Feature = 10 /*Constant for setting [member detail_enabled].*/ FeatureDetail Feature = 11 /*Represents the size of the [enum Feature] enum.*/ FeatureMax Feature = 12 )
type Flags ¶
type Flags = gdclass.BaseMaterial3DFlags //gd:BaseMaterial3D.Flags
const ( /*Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.*/ FlagDisableDepthTest Flags = 0 /*Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.*/ FlagAlbedoFromVertexColor Flags = 1 /*Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb]. [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods.*/ FlagSrgbVertexColor Flags = 2 /*Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].*/ FlagUsePointSize Flags = 3 /*Object is scaled by depth so that it always appears the same size on screen.*/ FlagFixedSize Flags = 4 /*Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED].*/ FlagBillboardKeepScale Flags = 5 /*Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].*/ FlagUv1UseTriplanar Flags = 6 /*Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].*/ FlagUv2UseTriplanar Flags = 7 /*Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].*/ FlagUv1UseWorldTriplanar Flags = 8 /*Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].*/ FlagUv2UseWorldTriplanar Flags = 9 /*Use [code]UV2[/code] coordinates to look up from the [member ao_texture].*/ FlagAoOnUv2 Flags = 10 /*Use [code]UV2[/code] coordinates to look up from the [member emission_texture].*/ FlagEmissionOnUv2 Flags = 11 /*Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb].*/ FlagAlbedoTextureForceSrgb Flags = 12 /*Disables receiving shadows from other objects.*/ FlagDontReceiveShadows Flags = 13 /*Disables receiving ambient light.*/ FlagDisableAmbientLight Flags = 14 /*Enables the shadow to opacity feature.*/ FlagUseShadowToOpacity Flags = 15 /*Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.*/ FlagUseTextureRepeat Flags = 16 /*Invert values read from a depth texture to convert them to height values (heightmap).*/ FlagInvertHeightmap Flags = 17 /*Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.*/ FlagSubsurfaceModeSkin Flags = 18 /*Enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.*/ FlagParticleTrailsMode Flags = 19 /*Enables multichannel signed distance field rendering shader.*/ FlagAlbedoTextureMsdf Flags = 20 /*Disables receiving depth-based or volumetric fog.*/ FlagDisableFog Flags = 21 /*Represents the size of the [enum Flags] enum.*/ FlagMax Flags = 22 )
type Instance ¶
type Instance [1]gdclass.BaseMaterial3D
This class serves as 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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AlbedoColor ¶
func (Instance) AlbedoTexture ¶
func (Instance) AlbedoTextureForceSrgb ¶
func (Instance) AlbedoTextureMsdf ¶
func (Instance) AlphaAntialiasingEdge ¶
func (Instance) AlphaAntialiasingMode ¶
func (self Instance) AlphaAntialiasingMode() gdclass.BaseMaterial3DAlphaAntiAliasing
func (Instance) AlphaHashScale ¶
func (Instance) AlphaScissorThreshold ¶
func (Instance) Anisotropy ¶
func (Instance) AnisotropyEnabled ¶
func (Instance) AnisotropyFlowmap ¶
func (Instance) AoLightAffect ¶
func (Instance) AoTextureChannel ¶
func (self Instance) AoTextureChannel() gdclass.BaseMaterial3DTextureChannel
func (Instance) AsBaseMaterial3D ¶
func (Instance) AsMaterial ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) BacklightEnabled ¶
func (Instance) BacklightTexture ¶
func (Instance) BillboardKeepScale ¶
func (Instance) BillboardMode ¶
func (self Instance) BillboardMode() gdclass.BaseMaterial3DBillboardMode
func (Instance) BlendMode ¶
func (self Instance) BlendMode() gdclass.BaseMaterial3DBlendMode
func (Instance) ClearcoatEnabled ¶
func (Instance) ClearcoatRoughness ¶
func (Instance) ClearcoatTexture ¶
func (Instance) CullMode ¶
func (self Instance) CullMode() gdclass.BaseMaterial3DCullMode
func (Instance) DepthDrawMode ¶
func (self Instance) DepthDrawMode() gdclass.BaseMaterial3DDepthDrawMode
func (Instance) DetailAlbedo ¶
func (Instance) DetailBlendMode ¶
func (self Instance) DetailBlendMode() gdclass.BaseMaterial3DBlendMode
func (Instance) DetailEnabled ¶
func (Instance) DetailMask ¶
func (Instance) DetailNormal ¶
func (Instance) DetailUvLayer ¶
func (self Instance) DetailUvLayer() gdclass.BaseMaterial3DDetailUV
func (Instance) DiffuseMode ¶
func (self Instance) DiffuseMode() gdclass.BaseMaterial3DDiffuseMode
func (Instance) DisableAmbientLight ¶
func (Instance) DisableFog ¶
func (Instance) DisableReceiveShadows ¶
func (Instance) DistanceFadeMaxDistance ¶
func (Instance) DistanceFadeMinDistance ¶
func (Instance) DistanceFadeMode ¶
func (self Instance) DistanceFadeMode() gdclass.BaseMaterial3DDistanceFadeMode
func (Instance) EmissionEnabled ¶
func (Instance) EmissionEnergyMultiplier ¶
func (Instance) EmissionIntensity ¶
func (Instance) EmissionOnUv2 ¶
func (Instance) EmissionOperator ¶
func (self Instance) EmissionOperator() gdclass.BaseMaterial3DEmissionOperator
func (Instance) EmissionTexture ¶
func (Instance) GrowAmount ¶
func (Instance) HeightmapDeepParallax ¶
func (Instance) HeightmapEnabled ¶
func (Instance) HeightmapFlipBinormal ¶
func (Instance) HeightmapFlipTangent ¶
func (Instance) HeightmapFlipTexture ¶
func (Instance) HeightmapMaxLayers ¶
func (Instance) HeightmapMinLayers ¶
func (Instance) HeightmapScale ¶
func (Instance) HeightmapTexture ¶
func (Instance) MetallicSpecular ¶
func (Instance) MetallicTexture ¶
func (Instance) MetallicTextureChannel ¶
func (self Instance) MetallicTextureChannel() gdclass.BaseMaterial3DTextureChannel
func (Instance) MsdfOutlineSize ¶
func (Instance) MsdfPixelRange ¶
func (Instance) NoDepthTest ¶
func (Instance) NormalEnabled ¶
func (Instance) NormalScale ¶
func (Instance) NormalTexture ¶
func (Instance) OrmTexture ¶
func (Instance) ParticlesAnimHFrames ¶
func (Instance) ParticlesAnimLoop ¶
func (Instance) ParticlesAnimVFrames ¶
func (Instance) ProximityFadeDistance ¶
func (Instance) ProximityFadeEnabled ¶
func (Instance) RefractionEnabled ¶
func (Instance) RefractionScale ¶
func (Instance) RefractionTexture ¶
func (Instance) RefractionTextureChannel ¶
func (self Instance) RefractionTextureChannel() gdclass.BaseMaterial3DTextureChannel
func (Instance) RimEnabled ¶
func (Instance) RimTexture ¶
func (Instance) RoughnessTexture ¶
func (Instance) RoughnessTextureChannel ¶
func (self Instance) RoughnessTextureChannel() gdclass.BaseMaterial3DTextureChannel
func (Instance) SetAlbedoColor ¶
func (Instance) SetAlbedoTexture ¶
func (Instance) SetAlbedoTextureForceSrgb ¶
func (Instance) SetAlbedoTextureMsdf ¶
func (Instance) SetAlphaAntialiasingEdge ¶
func (Instance) SetAlphaAntialiasingMode ¶
func (self Instance) SetAlphaAntialiasingMode(value gdclass.BaseMaterial3DAlphaAntiAliasing)
func (Instance) SetAlphaHashScale ¶
func (Instance) SetAlphaScissorThreshold ¶
func (Instance) SetAnisotropy ¶
func (Instance) SetAnisotropyEnabled ¶
func (Instance) SetAnisotropyFlowmap ¶
func (Instance) SetAoEnabled ¶
func (Instance) SetAoLightAffect ¶
func (Instance) SetAoOnUv2 ¶
func (Instance) SetAoTexture ¶
func (Instance) SetAoTextureChannel ¶
func (self Instance) SetAoTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
func (Instance) SetBacklight ¶
func (Instance) SetBacklightEnabled ¶
func (Instance) SetBacklightTexture ¶
func (Instance) SetBillboardKeepScale ¶
func (Instance) SetBillboardMode ¶
func (self Instance) SetBillboardMode(value gdclass.BaseMaterial3DBillboardMode)
func (Instance) SetBlendMode ¶
func (self Instance) SetBlendMode(value gdclass.BaseMaterial3DBlendMode)
func (Instance) SetClearcoat ¶
func (Instance) SetClearcoatEnabled ¶
func (Instance) SetClearcoatRoughness ¶
func (Instance) SetClearcoatTexture ¶
func (Instance) SetCullMode ¶
func (self Instance) SetCullMode(value gdclass.BaseMaterial3DCullMode)
func (Instance) SetDepthDrawMode ¶
func (self Instance) SetDepthDrawMode(value gdclass.BaseMaterial3DDepthDrawMode)
func (Instance) SetDetailAlbedo ¶
func (Instance) SetDetailBlendMode ¶
func (self Instance) SetDetailBlendMode(value gdclass.BaseMaterial3DBlendMode)
func (Instance) SetDetailEnabled ¶
func (Instance) SetDetailMask ¶
func (Instance) SetDetailNormal ¶
func (Instance) SetDetailUvLayer ¶
func (self Instance) SetDetailUvLayer(value gdclass.BaseMaterial3DDetailUV)
func (Instance) SetDiffuseMode ¶
func (self Instance) SetDiffuseMode(value gdclass.BaseMaterial3DDiffuseMode)
func (Instance) SetDisableAmbientLight ¶
func (Instance) SetDisableFog ¶
func (Instance) SetDisableReceiveShadows ¶
func (Instance) SetDistanceFadeMaxDistance ¶
func (Instance) SetDistanceFadeMinDistance ¶
func (Instance) SetDistanceFadeMode ¶
func (self Instance) SetDistanceFadeMode(value gdclass.BaseMaterial3DDistanceFadeMode)
func (Instance) SetEmission ¶
func (Instance) SetEmissionEnabled ¶
func (Instance) SetEmissionEnergyMultiplier ¶
func (Instance) SetEmissionIntensity ¶
func (Instance) SetEmissionOnUv2 ¶
func (Instance) SetEmissionOperator ¶
func (self Instance) SetEmissionOperator(value gdclass.BaseMaterial3DEmissionOperator)
func (Instance) SetEmissionTexture ¶
func (Instance) SetFixedSize ¶
func (Instance) SetGrowAmount ¶
func (Instance) SetHeightmapDeepParallax ¶
func (Instance) SetHeightmapEnabled ¶
func (Instance) SetHeightmapFlipBinormal ¶
func (Instance) SetHeightmapFlipTangent ¶
func (Instance) SetHeightmapFlipTexture ¶
func (Instance) SetHeightmapMaxLayers ¶
func (Instance) SetHeightmapMinLayers ¶
func (Instance) SetHeightmapScale ¶
func (Instance) SetHeightmapTexture ¶
func (Instance) SetMetallic ¶
func (Instance) SetMetallicSpecular ¶
func (Instance) SetMetallicTexture ¶
func (Instance) SetMetallicTextureChannel ¶
func (self Instance) SetMetallicTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
func (Instance) SetMsdfOutlineSize ¶
func (Instance) SetMsdfPixelRange ¶
func (Instance) SetNoDepthTest ¶
func (Instance) SetNormalEnabled ¶
func (Instance) SetNormalScale ¶
func (Instance) SetNormalTexture ¶
func (Instance) SetOrmTexture ¶
func (Instance) SetParticlesAnimHFrames ¶
func (Instance) SetParticlesAnimLoop ¶
func (Instance) SetParticlesAnimVFrames ¶
func (Instance) SetPointSize ¶
func (Instance) SetProximityFadeDistance ¶
func (Instance) SetProximityFadeEnabled ¶
func (Instance) SetRefractionEnabled ¶
func (Instance) SetRefractionScale ¶
func (Instance) SetRefractionTexture ¶
func (Instance) SetRefractionTextureChannel ¶
func (self Instance) SetRefractionTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
func (Instance) SetRimEnabled ¶
func (Instance) SetRimTexture ¶
func (Instance) SetRimTint ¶
func (Instance) SetRoughness ¶
func (Instance) SetRoughnessTexture ¶
func (Instance) SetRoughnessTextureChannel ¶
func (self Instance) SetRoughnessTextureChannel(value gdclass.BaseMaterial3DTextureChannel)
func (Instance) SetShadingMode ¶
func (self Instance) SetShadingMode(value gdclass.BaseMaterial3DShadingMode)
func (Instance) SetShadowToOpacity ¶
func (Instance) SetSpecularMode ¶
func (self Instance) SetSpecularMode(value gdclass.BaseMaterial3DSpecularMode)
func (Instance) SetSubsurfScatterEnabled ¶
func (Instance) SetSubsurfScatterSkinMode ¶
func (Instance) SetSubsurfScatterStrength ¶
func (Instance) SetSubsurfScatterTexture ¶
func (Instance) SetSubsurfScatterTransmittanceBoost ¶
func (Instance) SetSubsurfScatterTransmittanceColor ¶
func (Instance) SetSubsurfScatterTransmittanceDepth ¶
func (Instance) SetSubsurfScatterTransmittanceEnabled ¶
func (Instance) SetSubsurfScatterTransmittanceTexture ¶
func (Instance) SetTextureFilter ¶
func (self Instance) SetTextureFilter(value gdclass.BaseMaterial3DTextureFilter)
func (Instance) SetTextureRepeat ¶
func (Instance) SetTransparency ¶
func (self Instance) SetTransparency(value gdclass.BaseMaterial3DTransparency)
func (Instance) SetUseParticleTrails ¶
func (Instance) SetUsePointSize ¶
func (Instance) SetUv1Offset ¶
func (Instance) SetUv1Scale ¶
func (Instance) SetUv1Triplanar ¶
func (Instance) SetUv1TriplanarSharpness ¶
func (Instance) SetUv1WorldTriplanar ¶
func (Instance) SetUv2Offset ¶
func (Instance) SetUv2Scale ¶
func (Instance) SetUv2Triplanar ¶
func (Instance) SetUv2TriplanarSharpness ¶
func (Instance) SetUv2WorldTriplanar ¶
func (Instance) SetVertexColorIsSrgb ¶
func (Instance) SetVertexColorUseAsAlbedo ¶
func (Instance) ShadingMode ¶
func (self Instance) ShadingMode() gdclass.BaseMaterial3DShadingMode
func (Instance) ShadowToOpacity ¶
func (Instance) SpecularMode ¶
func (self Instance) SpecularMode() gdclass.BaseMaterial3DSpecularMode
func (Instance) SubsurfScatterEnabled ¶
func (Instance) SubsurfScatterSkinMode ¶
func (Instance) SubsurfScatterStrength ¶
func (Instance) SubsurfScatterTexture ¶
func (Instance) SubsurfScatterTransmittanceBoost ¶
func (Instance) SubsurfScatterTransmittanceColor ¶
func (Instance) SubsurfScatterTransmittanceDepth ¶
func (Instance) SubsurfScatterTransmittanceEnabled ¶
func (Instance) SubsurfScatterTransmittanceTexture ¶
func (Instance) TextureFilter ¶
func (self Instance) TextureFilter() gdclass.BaseMaterial3DTextureFilter
func (Instance) TextureRepeat ¶
func (Instance) Transparency ¶
func (self Instance) Transparency() gdclass.BaseMaterial3DTransparency
func (*Instance) UnsafePointer ¶
func (Instance) UseParticleTrails ¶
func (Instance) UsePointSize ¶
func (Instance) Uv1Triplanar ¶
func (Instance) Uv1TriplanarSharpness ¶
func (Instance) Uv1WorldTriplanar ¶
func (Instance) Uv2Triplanar ¶
func (Instance) Uv2TriplanarSharpness ¶
func (Instance) Uv2WorldTriplanar ¶
func (Instance) VertexColorIsSrgb ¶
func (Instance) VertexColorUseAsAlbedo ¶
type ShadingMode ¶
type ShadingMode = gdclass.BaseMaterial3DShadingMode //gd:BaseMaterial3D.ShadingMode
const ( /*The object will not receive shadows. This is the fastest to render, but it disables all interactions with lights.*/ ShadingModeUnshaded ShadingMode = 0 /*The object will be shaded per pixel. Useful for realistic shading effects.*/ ShadingModePerPixel ShadingMode = 1 /*The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]).*/ ShadingModePerVertex ShadingMode = 2 /*Represents the size of the [enum ShadingMode] enum.*/ ShadingModeMax ShadingMode = 3 )
type SpecularMode ¶
type SpecularMode = gdclass.BaseMaterial3DSpecularMode //gd:BaseMaterial3D.SpecularMode
const ( /*Default specular blob.*/ SpecularSchlickGgx SpecularMode = 0 /*Toon blob which changes size based on roughness.*/ SpecularToon SpecularMode = 1 /*No specular blob. This is slightly faster to render than other specular modes.*/ SpecularDisabled SpecularMode = 2 )
type TextureChannel ¶
type TextureChannel = gdclass.BaseMaterial3DTextureChannel //gd:BaseMaterial3D.TextureChannel
const ( /*Used to read from the red channel of a texture.*/ TextureChannelRed TextureChannel = 0 /*Used to read from the green channel of a texture.*/ TextureChannelGreen TextureChannel = 1 /*Used to read from the blue channel of a texture.*/ TextureChannelBlue TextureChannel = 2 /*Used to read from the alpha channel of a texture.*/ TextureChannelAlpha TextureChannel = 3 /*Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.*/ TextureChannelGrayscale TextureChannel = 4 )
type TextureFilter ¶
type TextureFilter = gdclass.BaseMaterial3DTextureFilter //gd:BaseMaterial3D.TextureFilter
const ( /*The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).*/ TextureFilterNearest TextureFilter = 0 /*The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).*/ TextureFilterLinear TextureFilter = 1 /*The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look pixelated from up close, and smooth from a distance.*/ TextureFilterNearestWithMipmaps TextureFilter = 2 /*The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look smooth from up close, and smooth from a distance.*/ TextureFilterLinearWithMipmaps TextureFilter = 3 /*The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/ TextureFilterNearestWithMipmapsAnisotropic TextureFilter = 4 /*The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/ TextureFilterLinearWithMipmapsAnisotropic TextureFilter = 5 /*Represents the size of the [enum TextureFilter] enum.*/ TextureFilterMax TextureFilter = 6 )
type TextureParam ¶
type TextureParam = gdclass.BaseMaterial3DTextureParam //gd:BaseMaterial3D.TextureParam
const ( /*Texture specifying per-pixel color.*/ TextureAlbedo TextureParam = 0 /*Texture specifying per-pixel metallic value.*/ TextureMetallic TextureParam = 1 /*Texture specifying per-pixel roughness value.*/ TextureRoughness TextureParam = 2 /*Texture specifying per-pixel emission color.*/ TextureEmission TextureParam = 3 /*Texture specifying per-pixel normal vector.*/ TextureNormal TextureParam = 4 /*Texture specifying per-pixel rim value.*/ TextureRim TextureParam = 5 /*Texture specifying per-pixel clearcoat value.*/ TextureClearcoat TextureParam = 6 /*Texture specifying per-pixel flowmap direction for use with [member anisotropy].*/ TextureFlowmap TextureParam = 7 /*Texture specifying per-pixel ambient occlusion value.*/ TextureAmbientOcclusion TextureParam = 8 /*Texture specifying per-pixel height.*/ TextureHeightmap TextureParam = 9 /*Texture specifying per-pixel subsurface scattering.*/ TextureSubsurfaceScattering TextureParam = 10 /*Texture specifying per-pixel transmittance for subsurface scattering.*/ TextureSubsurfaceTransmittance TextureParam = 11 /*Texture specifying per-pixel backlight color.*/ TextureBacklight TextureParam = 12 /*Texture specifying per-pixel refraction strength.*/ TextureRefraction TextureParam = 13 /*Texture specifying per-pixel detail mask blending value.*/ TextureDetailMask TextureParam = 14 /*Texture specifying per-pixel detail color.*/ TextureDetailAlbedo TextureParam = 15 /*Texture specifying per-pixel detail normal.*/ TextureDetailNormal TextureParam = 16 /*Texture holding ambient occlusion, roughness, and metallic.*/ TextureOrm TextureParam = 17 /*Represents the size of the [enum TextureParam] enum.*/ TextureMax TextureParam = 18 )
type Transparency ¶
type Transparency = gdclass.BaseMaterial3DTransparency //gd:BaseMaterial3D.Transparency
const ( /*The material will not use transparency. This is the fastest to render.*/ TransparencyDisabled Transparency = 0 /*The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.*/ TransparencyAlpha Transparency = 1 /*The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.*/ TransparencyAlphaScissor Transparency = 2 /*The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. Alpha hashing is suited for hair rendering.*/ TransparencyAlphaHash Transparency = 3 /*The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. This also supports casting shadows.*/ TransparencyAlphaDepthPrePass Transparency = 4 /*Represents the size of the [enum Transparency] enum.*/ TransparencyMax Transparency = 5 )
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