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Rim -~~~ +--- Some fabrics have small micro-fur that causes light to scatter around it. Godot emulates this with the *Rim* parameter. Unlike other rim lighting implementations, @@ -400,18 +310,16 @@ rim. If *Tint* is ``1``, then the albedo of the material is used. Using intermediate values generally works best. Clearcoat -~~~~~~~~~ +--------- -*This feature is only available when using the GLES3 backend.* The *Clearcoat* parameter is used to add a secondary pass of transparent coat to the material. This is common in car paint and toys. In practice, it's a smaller specular blob added on top of the existing material. Anisotropy -~~~~~~~~~~ +---------- -*This feature is only available when using the GLES3 backend.* This changes the shape of the specular blob and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed @@ -420,7 +328,7 @@ aluminum more realistic. It works especially well when combined with flowmaps. .. image:: img/spatial_material18.png Ambient Occlusion -~~~~~~~~~~~~~~~~~~ +----------------- It is possible to specify a baked ambient occlusion map. This map affects how much ambient light reaches each surface of the object (it does not affect direct @@ -430,10 +338,9 @@ AO map. It is recommended to bake ambient occlusion whenever possible. .. image:: img/spatial_material19.png -Depth -~~~~~ +Height +------ -*This feature is only available when using the GLES3 backend.* Setting a depth map on a material produces a ray-marched search to emulate the proper displacement of cavities along the view direction. This is not real @@ -444,9 +351,8 @@ but it produces a realistic depth effect for textures. For best results, .. image:: img/spatial_material20.png Subsurface Scattering -~~~~~~~~~~~~~~~~~~~~~ +--------------------- -*This feature is only available when using the GLES3 backend.* This effect emulates light that penetrates an object's surface, is scattered, and then comes out. It is useful to create realistic skin, marble, colored @@ -454,19 +360,16 @@ liquids, etc. .. image:: img/spatial_material21.png -Transmission -~~~~~~~~~~~~ +Back Lighting +------------- This controls how much light from the lit side (visible to light) is transferred to the dark side (opposite from the light). This works well for thin objects such as plant leaves, grass, human ears, etc. -.. image:: img/spatial_material22.png - Refraction -~~~~~~~~~~~ +---------- -*This feature is only available when using the GLES3 backend.* When refraction is enabled, it supersedes alpha blending, and Godot attempts to fetch information from behind the object being rendered instead. This allows @@ -475,7 +378,7 @@ distorting the transparency in a way similar to refraction in real life. .. image:: img/spatial_material23.png Detail -~~~~~~ +------ Godot allows using secondary albedo and normal maps to generate a detail texture, which can be blended in many ways. By combining this with secondary @@ -516,7 +419,7 @@ in this slot it will be interpreted as a flat normal map. This can still be used even if the material does not have normal map enabled. UV1 and UV2 -~~~~~~~~~~~~ +----------- Godot supports two UV channels per material. Secondary UV is often useful for ambient occlusion or emission (baked light). UVs can be scaled and offset, @@ -535,6 +438,110 @@ world triplanar, so the brick texture continues smoothly between them. .. image:: img/spatial_material25.png +World Triplanar +~~~~~~~~~~~~~~~ + +When using triplanar mapping, it is computed in object local space. This +option makes it use world space instead. + +Sampling +-------- + +Filter +~~~~~~ + +The filtering method for the textures used by the material. See :ref:`this page` +for a full list of options and their description. + +Repeat +~~~~~~ + +if the textures used by the material repeat, and how they repeat. See :ref:`this page` +for a full list of options and their description. + +Shadows +------- + +Do Not Receive Shadows +~~~~~~~~~~~~~~~~~~~~~~ + +Makes the object not receive any kind of shadow that would otherwise +be cast onto it. + +Use Shadow to Opacity +~~~~~~~~~~~~~~~~~~~~~ + +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. + +Billboard +--------- + +Billboard Mode +~~~~~~~~~~~~~~ + +Enables billboard mode for drawing materials. This controls how the object +faces the camera: + +* **Disabled:** Billboard mode is disabled. +* **Enabled:** Billboard mode is enabled, the object's -Z axis will always + face the camera. +* **Y-Billboard:** The object's X axis will always be aligned with the camera. +* **Particles:** Most suited for particle systems, because it allows + specifying animation options. + +.. image:: img/spatial_material9.png + +The above options are only enabled for Particle Billboard. + +Billboard Keep Scale +~~~~~~~~~~~~~~~~~~~~ + +Enables scaling a mesh in billboard mode. + +Grow +---- + +Grows the object vertices in the direction pointed by their normals: + +.. image:: img/spatial_material10.png + +This is commonly used to create cheap outlines. Add a second material pass, +make it black and unshaded, reverse culling (Cull Front), and add some grow: + +.. image:: img/spatial_material11.png + +Transform +--------- + +Fixed Size +~~~~~~~~~~ + +This causes the object to be rendered at the same size no matter the distance. +This is useful mostly for indicators (no depth test and high render priority) +and some types of billboards. + +Use Point Size +~~~~~~~~~~~~~~~ + +This option is only effective when the geometry rendered is made of points +(generally it's made of triangles when imported from 3D DCCs). If so, then +those points can be resized (see below). + +Point Size +~~~~~~~~~~ + +When drawing points, specify the point size in pixels. + +Transmission +~~~~~~~~~~~~ + +This controls how much light from the lit side (visible to light) is transferred +to the dark side (opposite from the light). This works well for thin objects +such as plant leaves, grass, human ears, etc. + +.. image:: img/spatial_material22.png + Proximity and Distance Fade --------------------------- @@ -555,9 +562,18 @@ To hide a character when they get too close to the camera, consider using **Pixel Dither** or better, **Object Dither** (which is even faster than **Pixel Dither**). +Material Settings +----------------- + Render priority --------------- The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor). + +Next Pass +--------- + +Sets the material to be used for the next pass. This renders the object +again with a different material.