Values
Unshaded
No lighting is used on the object. Color comes directly from ALBEDO
.
UseVertexLighting
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.
DisableDepthTest
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.
AlbedoFromVertexColor
Set ALBEDO
to the per-vertex color specified in the mesh.
SrgbVertexColor
Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.
UsePointSize
Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use POINT_COORD
instead of UV
.
FixedSize
Object is scaled by depth so that it always appears the same size on screen.
BillboardKeepScale
Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when godot.SpatialMaterial.paramsBillboardMode
is godot.SpatialMaterial_BillboardMode.enabled
.
Uv1UseTriplanar
Use triplanar texture lookup for all texture lookups that would normally use UV
.
Uv2UseTriplanar
Use triplanar texture lookup for all texture lookups that would normally use UV2
.
TriplanarUseWorld
Use world coordinates in the triplanar texture lookup instead of local coordinates.
AoOnUv2
Use UV2
coordinates to look up from the godot.SpatialMaterial.aoTexture
.
EmissionOnUv2
Use UV2
coordinates to look up from the godot.SpatialMaterial.emissionTexture
.
UseAlphaScissor
Use alpha scissor. Set by godot.SpatialMaterial.paramsUseAlphaScissor
.
AlbedoTextureForceSrgb
Forces the shader to convert albedo from sRGB space to linear space.
DontReceiveShadows
Disables receiving shadows from other objects.
EnsureCorrectNormals
Ensures that normals appear correct, even with non-uniform scaling.
DisableAmbientLight
Disables receiving ambient light.
UseShadowToOpacity
Enables the shadow to opacity feature.
Max
Represents the size of the godot.SpatialMaterial_Flags
enum.