Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Abstract base class for applying visual properties to an object, such as color and roughness.
Material is a base resource used for coloring and shading geometry. All materials inherit from it and almost all VisualInstance3D derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.
_can_do_next_pass ( ) virtual const
_can_use_render_priority ( ) virtual const
_get_shader_mode ( ) virtual const
_get_shader_rid ( ) virtual const
create_placeholder ( ) const
Maximum value for the render_priority parameter.
Minimum value for the render_priority parameter.
Sets the Material to be used for the next pass. This renders the object again using a different material.
Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
bool _can_do_next_pass ( ) virtual const
bool _can_use_render_priority ( ) virtual const
Mode _get_shader_mode ( ) virtual const
RID _get_shader_rid ( ) virtual const
Resource create_placeholder ( ) const
Creates a placeholder version of this resource (PlaceholderMaterial).
void inspect_native_shader_code ( )