SpatialMaterial

Inherits: Material < Resource < Reference < Object

Default 3D rendering material.

Description

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

Properties

Color

albedo_color

Color( 1, 1, 1, 1 )

Texture

albedo_texture

float

anisotropy

bool

anisotropy_enabled

false

Texture

anisotropy_flowmap

bool

ao_enabled

false

float

ao_light_affect

bool

ao_on_uv2

Texture

ao_texture

TextureChannel

ao_texture_channel

AsyncMode

async_mode

0

float

clearcoat

bool

clearcoat_enabled

false

float

clearcoat_gloss

Texture

clearcoat_texture

bool

depth_deep_parallax

bool

depth_enabled

false

bool

depth_flip_binormal

bool

depth_flip_tangent

int

depth_max_layers

int

depth_min_layers

float

depth_scale

Texture

depth_texture

Texture

detail_albedo

BlendMode

detail_blend_mode

bool

detail_enabled

false

Texture

detail_mask

Texture

detail_normal

DetailUV

detail_uv_layer

float

distance_fade_max_distance

float

distance_fade_min_distance

DistanceFadeMode

distance_fade_mode

0

Color

emission

bool

emission_enabled

false

float

emission_energy

bool

emission_on_uv2

EmissionOperator

emission_operator

Texture

emission_texture

bool

flags_albedo_tex_force_srgb

false

bool

flags_albedo_tex_msdf

false

bool

flags_disable_ambient_light

false

bool

flags_do_not_receive_shadows

false

bool

flags_ensure_correct_normals

false

bool

flags_fixed_size

false

bool

flags_no_depth_test

false

bool

flags_transparent

false

bool

flags_unshaded

false

bool

flags_use_point_size

false

bool

flags_use_shadow_to_opacity

false

bool

flags_vertex_lighting

false

bool

flags_world_triplanar

false

float

metallic

0.0

float

metallic_specular

0.5

Texture

metallic_texture

TextureChannel

metallic_texture_channel

0

bool

normal_enabled

false

float

normal_scale

Texture

normal_texture

float

params_alpha_scissor_threshold

bool

params_billboard_keep_scale

false

BillboardMode

params_billboard_mode

0

BlendMode

params_blend_mode

0

CullMode

params_cull_mode

0

DepthDrawMode

params_depth_draw_mode

0

DiffuseMode

params_diffuse_mode

0

bool

params_grow

false

float

params_grow_amount

float

params_line_width

1.0

float

params_point_size

1.0

SpecularMode

params_specular_mode

0

bool

params_use_alpha_scissor

false

int

particles_anim_h_frames

bool

particles_anim_loop

int

particles_anim_v_frames

float

proximity_fade_distance

bool

proximity_fade_enable

false

bool

refraction_enabled

false

float

refraction_scale

Texture

refraction_texture

TextureChannel

refraction_texture_channel

float

rim

bool

rim_enabled

false

Texture

rim_texture

float

rim_tint

float

roughness

1.0

Texture

roughness_texture

TextureChannel

roughness_texture_channel

0

bool

subsurf_scatter_enabled

false

float

subsurf_scatter_strength

Texture

subsurf_scatter_texture

Color

transmission

bool

transmission_enabled

false

Texture

transmission_texture

Vector3

uv1_offset

Vector3( 0, 0, 0 )

Vector3

uv1_scale

Vector3( 1, 1, 1 )

bool

uv1_triplanar

false

float

uv1_triplanar_sharpness

1.0

Vector3

uv2_offset

Vector3( 0, 0, 0 )

Vector3

uv2_scale

Vector3( 1, 1, 1 )

bool

uv2_triplanar

false

float

uv2_triplanar_sharpness

1.0

bool

vertex_color_is_srgb

false

bool

vertex_color_use_as_albedo

false

Methods

bool

get_feature ( Feature feature ) const

bool

get_flag ( Flags flag ) const

Texture

get_texture ( TextureParam param ) const

void

set_feature ( Feature feature, bool enable )

void

set_flag ( Flags flag, bool enable )

void

set_texture ( TextureParam param, Texture texture )


Enumerations

enum TextureParam:

TextureParam TEXTURE_ALBEDO = 0

Texture specifying per-pixel color.

TextureParam TEXTURE_METALLIC = 1

Texture specifying per-pixel metallic value.

TextureParam TEXTURE_ROUGHNESS = 2

Texture specifying per-pixel roughness value.

TextureParam TEXTURE_EMISSION = 3

Texture specifying per-pixel emission color.

TextureParam TEXTURE_NORMAL = 4

Texture specifying per-pixel normal vector.

TextureParam TEXTURE_RIM = 5

Texture specifying per-pixel rim value.

TextureParam TEXTURE_CLEARCOAT = 6

Texture specifying per-pixel clearcoat value.

TextureParam TEXTURE_FLOWMAP = 7

Texture specifying per-pixel flowmap direction for use with anisotropy.

TextureParam TEXTURE_AMBIENT_OCCLUSION = 8

Texture specifying per-pixel ambient occlusion value.

TextureParam TEXTURE_DEPTH = 9

Texture specifying per-pixel depth.

TextureParam TEXTURE_SUBSURFACE_SCATTERING = 10

Texture specifying per-pixel subsurface scattering.

TextureParam TEXTURE_TRANSMISSION = 11

Texture specifying per-pixel transmission color.

TextureParam TEXTURE_REFRACTION = 12

Texture specifying per-pixel refraction strength.

TextureParam TEXTURE_DETAIL_MASK = 13

Texture specifying per-pixel detail mask blending value.

TextureParam TEXTURE_DETAIL_ALBEDO = 14

Texture specifying per-pixel detail color.

TextureParam TEXTURE_DETAIL_NORMAL = 15

Texture specifying per-pixel detail normal.

TextureParam TEXTURE_MAX = 16

Represents the size of the TextureParam enum.


enum DetailUV:

DetailUV DETAIL_UV_1 = 0

Use UV with the detail texture.

DetailUV DETAIL_UV_2 = 1

Use UV2 with the detail texture.


enum Feature:

Feature FEATURE_TRANSPARENT = 0

Constant for setting flags_transparent.

Feature FEATURE_EMISSION = 1

Constant for setting emission_enabled.

Feature FEATURE_NORMAL_MAPPING = 2

Constant for setting normal_enabled.

Feature FEATURE_RIM = 3

Constant for setting rim_enabled.

Feature FEATURE_CLEARCOAT = 4

Constant for setting clearcoat_enabled.

Feature FEATURE_ANISOTROPY = 5

Constant for setting anisotropy_enabled.

Feature FEATURE_AMBIENT_OCCLUSION = 6

Constant for setting ao_enabled.

Feature FEATURE_DEPTH_MAPPING = 7

Constant for setting depth_enabled.

Feature FEATURE_SUBSURACE_SCATTERING = 8

Constant for setting subsurf_scatter_enabled.

Feature FEATURE_TRANSMISSION = 9

Constant for setting transmission_enabled.

Feature FEATURE_REFRACTION = 10

Constant for setting refraction_enabled.

Feature FEATURE_DETAIL = 11

Constant for setting detail_enabled.

Feature FEATURE_MAX = 12

Represents the size of the Feature enum.


enum BlendMode:

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.

BlendMode BLEND_MODE_ADD = 1

The color of the object is added to the background.

BlendMode BLEND_MODE_SUB = 2

The color of the object is subtracted from the background.

BlendMode BLEND_MODE_MUL = 3

The color of the object is multiplied by the background.


enum DepthDrawMode:

DepthDrawMode DEPTH_DRAW_OPAQUE_ONLY = 0

Default depth draw mode. Depth is drawn only for opaque objects.

DepthDrawMode DEPTH_DRAW_ALWAYS = 1

Depth draw is calculated for both opaque and transparent objects.

DepthDrawMode DEPTH_DRAW_DISABLED = 2

No depth draw.

DepthDrawMode 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:

CullMode CULL_BACK = 0

Default cull mode. The back of the object is culled when not visible.

CullMode CULL_FRONT = 1

The front of the object is culled when not visible.

CullMode CULL_DISABLED = 2

No culling is performed.


enum Flags:

Flags FLAG_UNSHADED = 0

No lighting is used on the object. Color comes directly from ALBEDO.

Flags 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.

Flags 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.

Flags FLAG_ALBEDO_FROM_VERTEX_COLOR = 3

Set ALBEDO to the per-vertex color specified in the mesh.

Flags FLAG_SRGB_VERTEX_COLOR = 4

Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.

Flags 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 of UV.

Flags FLAG_FIXED_SIZE = 6

Object is scaled by depth so that it always appears the same size on screen.

Flags FLAG_BILLBOARD_KEEP_SCALE = 7

Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when params_billboard_mode is BILLBOARD_ENABLED.

Flags FLAG_UV1_USE_TRIPLANAR = 8

Use triplanar texture lookup for all texture lookups that would normally use UV.

Flags FLAG_UV2_USE_TRIPLANAR = 9

Use triplanar texture lookup for all texture lookups that would normally use UV2.

Flags FLAG_AO_ON_UV2 = 11

Use UV2 coordinates to look up from the ao_texture.

Flags FLAG_EMISSION_ON_UV2 = 12

Use UV2 coordinates to look up from the emission_texture.

Flags FLAG_USE_ALPHA_SCISSOR = 13

Use alpha scissor. Set by params_use_alpha_scissor.

Flags FLAG_TRIPLANAR_USE_WORLD = 10

Use world coordinates in the triplanar texture lookup instead of local coordinates.

Flags FLAG_ALBEDO_TEXTURE_FORCE_SRGB = 14

Forces the shader to convert albedo from sRGB space to linear space.

Flags FLAG_DONT_RECEIVE_SHADOWS = 15

Disables receiving shadows from other objects.

Flags FLAG_DISABLE_AMBIENT_LIGHT = 17

Disables receiving ambient light.

Flags FLAG_ENSURE_CORRECT_NORMALS = 16

Ensures that normals appear correct, even with non-uniform scaling.

Flags FLAG_USE_SHADOW_TO_OPACITY = 18

Enables the shadow to opacity feature.

Flags FLAG_ALBEDO_TEXTURE_SDF = 19

Enables signed distance field rendering shader.

Flags FLAG_MAX = 20

Represents the size of the Flags enum.


enum DiffuseMode:

DiffuseMode DIFFUSE_BURLEY = 0

Default diffuse scattering algorithm.

DiffuseMode DIFFUSE_LAMBERT = 1

Diffuse scattering ignores roughness.

DiffuseMode DIFFUSE_LAMBERT_WRAP = 2

Extends Lambert to cover more than 90 degrees when roughness increases.

DiffuseMode DIFFUSE_OREN_NAYAR = 3

Attempts to use roughness to emulate microsurfacing.

DiffuseMode DIFFUSE_TOON = 4

Uses a hard cut for lighting, with smoothing affected by roughness.


enum SpecularMode:

SpecularMode SPECULAR_SCHLICK_GGX = 0

Default specular blob.

SpecularMode SPECULAR_BLINN = 1

Older specular algorithm, included for compatibility.

SpecularMode SPECULAR_PHONG = 2

Older specular algorithm, included for compatibility.

SpecularMode SPECULAR_TOON = 3

Toon blob which changes size based on roughness.

SpecularMode SPECULAR_DISABLED = 4

No specular blob.


enum BillboardMode:

BillboardMode BILLBOARD_DISABLED = 0

Billboard mode is disabled.

BillboardMode BILLBOARD_ENABLED = 1

The object's Z axis will always face the camera.

BillboardMode BILLBOARD_FIXED_Y = 2

The object's X axis will always face the camera.

BillboardMode BILLBOARD_PARTICLES = 3

Used for particle systems when assigned to Particles and CPUParticles nodes. Enables particles_anim_* properties.

The ParticlesMaterial.anim_speed or CPUParticles.anim_speed should also be set to a positive value for the animation to play.


enum TextureChannel:

TextureChannel TEXTURE_CHANNEL_RED = 0

Used to read from the red channel of a texture.

TextureChannel TEXTURE_CHANNEL_GREEN = 1

Used to read from the green channel of a texture.

TextureChannel TEXTURE_CHANNEL_BLUE = 2

Used to read from the blue channel of a texture.

TextureChannel TEXTURE_CHANNEL_ALPHA = 3

Used to read from the alpha channel of a texture.

TextureChannel TEXTURE_CHANNEL_GRAYSCALE = 4

Currently unused.


enum EmissionOperator:

EmissionOperator EMISSION_OP_ADD = 0

Adds the emission color to the color from the emission texture.

EmissionOperator EMISSION_OP_MULTIPLY = 1

Multiplies the emission color by the color from the emission texture.


enum DistanceFadeMode:

DistanceFadeMode DISTANCE_FADE_DISABLED = 0

Do not use distance fade.

DistanceFadeMode DISTANCE_FADE_PIXEL_ALPHA = 1

Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.

DistanceFadeMode 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_PIXEL_ALPHA.

DistanceFadeMode 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:

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.

AsyncMode 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 = Color( 1, 1, 1, 1 )

  • void set_albedo ( Color value )

  • Color get_albedo ( )

The material's base color.


Texture albedo_texture

Texture to multiply by albedo_color. Used for basic texturing of objects.


float anisotropy

  • void set_anisotropy ( float value )

  • float 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.


bool anisotropy_enabled = false

If true, 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. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/quality/filters/anisotropic_filter_level.


Texture anisotropy_flowmap

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 anisotropy 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 = false

If true, ambient occlusion is enabled. Ambient occlusion darkens areas based on the ao_texture.


float ao_light_affect

  • void set_ao_light_affect ( float value )

  • float 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.


bool ao_on_uv2

If true, use UV2 coordinates to look up from the ao_texture.


Texture ao_texture

Texture that defines the amount of ambient occlusion for a given point on the object.


TextureChannel ao_texture_channel

Specifies the channel of the ao_texture 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 = 0

If ProjectSettings.rendering/gles3/shaders/shader_compilation_mode 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.


float clearcoat

  • void set_clearcoat ( float value )

  • float get_clearcoat ( )

Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect.


bool clearcoat_enabled = false

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 flags_unshaded set to true.


float clearcoat_gloss

  • void set_clearcoat_gloss ( float value )

  • float 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.


Texture clearcoat_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

  • void set_depth_deep_parallax ( bool value )

  • bool 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.


bool depth_enabled = false

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 depth_enabled will be ignored if uv1_triplanar is enabled.


bool depth_flip_binormal

  • void set_depth_deep_parallax_flip_binormal ( bool value )

  • bool 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

  • void set_depth_deep_parallax_flip_tangent ( bool value )

  • bool 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.


int depth_max_layers

  • void set_depth_deep_parallax_max_layers ( int value )

  • int 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.


int depth_min_layers

  • void set_depth_deep_parallax_min_layers ( int value )

  • int 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.


float depth_scale

  • void set_depth_scale ( float value )

  • float get_depth_scale ( )

Scales the depth offset effect. A higher number will create a larger depth.


Texture depth_texture

Texture used to determine depth at a given pixel. Depth is always stored in the red channel.


Texture detail_albedo

Texture that specifies the color of the detail overlay.


BlendMode detail_blend_mode

Specifies how the detail_albedo should blend with the current ALBEDO. See BlendMode for options.


bool detail_enabled = false

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.


Texture detail_mask

Texture used to specify how the detail textures get blended with the base textures.


Texture detail_normal

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 this page for a comparison of normal map coordinates expected by popular engines.


DetailUV detail_uv_layer

Specifies whether to use UV or UV2 for the detail layer. See DetailUV for options.


float distance_fade_max_distance

  • void set_distance_fade_max_distance ( float value )

  • float 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.


float distance_fade_min_distance

  • void set_distance_fade_min_distance ( float value )

  • float 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 = 0

Specifies which type of fade to use. Can be any of the DistanceFadeModes.


Color emission

  • void set_emission ( Color value )

  • Color get_emission ( )

The emitted light's color. See emission_enabled.


bool emission_enabled = false

If true, the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a GIProbe or BakedLightmap is used and this object is used in baked lighting.


float emission_energy

  • void set_emission_energy ( float value )

  • float get_emission_energy ( )

The emitted light's strength. See emission_enabled.


bool emission_on_uv2

Use UV2 to read from the emission_texture.


EmissionOperator emission_operator

Sets how emission interacts with emission_texture. Can either add or multiply. See EmissionOperator for options.


Texture emission_texture

Texture that specifies how much surface emits light at a given point.


bool flags_albedo_tex_force_srgb = false

Forces a conversion of the albedo_texture from sRGB space to linear space.


bool flags_albedo_tex_msdf = false

Enables signed distance field rendering shader.


bool flags_disable_ambient_light = false

If true, the object receives no ambient light.


bool flags_do_not_receive_shadows = false

If true, the object receives no shadow that would otherwise be cast onto it.


bool flags_ensure_correct_normals = false

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.


bool flags_fixed_size = false

If true, the object is rendered at the same size regardless of distance.


bool flags_no_depth_test = false

If true, depth testing is disabled and the object will be drawn in render order.


bool flags_transparent = false

If true, transparency is enabled on the body. See also params_blend_mode.


bool flags_unshaded = false

If true, the object is unaffected by lighting.


bool flags_use_point_size = false

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 params_point_size.


bool flags_use_shadow_to_opacity = false

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.


bool flags_vertex_lighting = false

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 ProjectSettings.rendering/quality/shading/force_vertex_shading's mobile override.

Note: flags_vertex_lighting has no effect if flags_unshaded is true.


bool flags_world_triplanar = false

If true, triplanar mapping is calculated in world space rather than object local space. See also uv1_triplanar.


float metallic = 0.0

  • void set_metallic ( float value )

  • float 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 roughness.


float metallic_specular = 0.5

  • void set_specular ( float value )

  • float get_specular ( )

Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.

Note: Unlike metallic, this is not energy-conserving, so it should be left at 0.5 in most cases. See also roughness.


Texture metallic_texture

Texture used to specify metallic for an object. This is multiplied by metallic.


TextureChannel metallic_texture_channel = 0

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.


bool normal_enabled = false

If true, normal mapping is enabled.


float normal_scale

  • void set_normal_scale ( float value )

  • float get_normal_scale ( )

The strength of the normal map's effect.


Texture normal_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 SurfaceTool, you can use SurfaceTool.generate_normals and SurfaceTool.generate_tangents 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.


float params_alpha_scissor_threshold

  • void set_alpha_scissor_threshold ( float value )

  • float get_alpha_scissor_threshold ( )

Threshold at which the alpha scissor will discard values.


bool params_billboard_keep_scale = false

If true, the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when params_billboard_mode is BILLBOARD_ENABLED.


BillboardMode params_billboard_mode = 0

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 GitHub issue #41567 for details.


BlendMode params_blend_mode = 0

The material's blend mode.

Note: Values other than Mix force the object into the transparent pipeline. See BlendMode.


CullMode params_cull_mode = 0

Which side of the object is not drawn when backfaces are rendered. See CullMode.


DepthDrawMode params_depth_draw_mode = 0

Determines when depth rendering takes place. See DepthDrawMode. See also flags_transparent.


DiffuseMode params_diffuse_mode = 0

The algorithm used for diffuse light scattering. See DiffuseMode.


bool params_grow = false

  • void set_grow_enabled ( bool value )

  • bool is_grow_enabled ( )

If true, enables the vertex grow setting. See params_grow_amount.


float params_grow_amount

  • void set_grow ( float value )

  • float get_grow ( )

Grows object vertices in the direction of their normals.


float params_line_width = 1.0

  • void set_line_width ( float value )

  • float get_line_width ( )

Currently unimplemented in Godot.


float params_point_size = 1.0

  • void set_point_size ( float value )

  • float get_point_size ( )

The point size in pixels. See flags_use_point_size.


SpecularMode params_specular_mode = 0

The method for rendering the specular blob. See SpecularMode.


bool params_use_alpha_scissor = false

If true, the shader will discard all pixels that have an alpha value less than params_alpha_scissor_threshold.


int particles_anim_h_frames

  • void set_particles_anim_h_frames ( int value )

  • int get_particles_anim_h_frames ( )

The number of horizontal frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See params_billboard_mode.


bool particles_anim_loop

  • void set_particles_anim_loop ( bool value )

  • bool get_particles_anim_loop ( )

If true, particle animations are looped. Only enabled when using BILLBOARD_PARTICLES. See params_billboard_mode.


int particles_anim_v_frames

  • void set_particles_anim_v_frames ( int value )

  • int get_particles_anim_v_frames ( )

The number of vertical frames in the particle sprite sheet. Only enabled when using BILLBOARD_PARTICLES. See params_billboard_mode.


float proximity_fade_distance

  • void set_proximity_fade_distance ( float value )

  • float 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.


bool proximity_fade_enable = false

  • void set_proximity_fade ( bool value )

  • bool 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 = false

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.


float refraction_scale

  • void set_refraction ( float value )

  • float get_refraction ( )

The strength of the refraction effect. Higher values result in a more distorted appearance for the refraction.


Texture refraction_texture

Texture that controls the strength of the refraction per-pixel. Multiplied by refraction_scale.


TextureChannel refraction_texture_channel

Specifies the channel of the refraction_texture 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

Sets the strength of the rim lighting effect.


bool rim_enabled = false

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.


Texture rim_texture

Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by rim.


float rim_tint

  • void set_rim_tint ( float value )

  • float 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 = 1.0

  • void set_roughness ( float value )

  • float get_roughness ( )

Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also metallic.


Texture roughness_texture

Texture used to control the roughness per-pixel. Multiplied by roughness.


TextureChannel roughness_texture_channel = 0

Specifies the channel of the ao_texture 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 = false

If true, subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.


float subsurf_scatter_strength

  • void set_subsurface_scattering_strength ( float value )

  • float get_subsurface_scattering_strength ( )

The strength of the subsurface scattering effect.


Texture subsurf_scatter_texture

Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by subsurf_scatter_strength.


Color transmission

  • void set_transmission ( Color value )

  • Color get_transmission ( )

The color used by the transmission effect. Represents the light passing through an object.


bool transmission_enabled = false

If true, the transmission effect is enabled.


Texture transmission_texture

Texture used to control the transmission effect per-pixel. Added to transmission.


Vector3 uv1_offset = Vector3( 0, 0, 0 )

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.


Vector3 uv1_scale = Vector3( 1, 1, 1 )

How much to scale the UV coordinates. This is multiplied by UV in the vertex function.


bool uv1_triplanar = false

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.


float uv1_triplanar_sharpness = 1.0

  • void set_uv1_triplanar_blend_sharpness ( float value )

  • float 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 = Vector3( 0, 0, 0 )

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.


Vector3 uv2_scale = Vector3( 1, 1, 1 )

How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function.


bool uv2_triplanar = false

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.


float uv2_triplanar_sharpness = 1.0

  • void set_uv2_triplanar_blend_sharpness ( float value )

  • float 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 = false

If true, the model's vertex colors are processed as sRGB mode.


bool vertex_color_use_as_albedo = false

If true, the vertex color is used as albedo color.


Method Descriptions

bool get_feature ( Feature feature ) const

Returns true, if the specified Feature is enabled.


bool get_flag ( Flags flag ) const

Returns true, if the specified flag is enabled. See Flags enumerator for options.


Texture get_texture ( TextureParam param ) const

Returns the Texture associated with the specified TextureParam.


void set_feature ( Feature feature, bool enable )

If true, enables the specified Feature. Many features that are available in SpatialMaterials 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.


void set_flag ( Flags flag, bool enable )

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 true. See Flags enumerator for options.


void set_texture ( TextureParam param, Texture texture )

Sets the Texture to be used by the specified TextureParam. This function is called when setting members ending in *_texture.