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.

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.