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Material
繼承: Resource < RefCounted < Object
被繼承: BaseMaterial3D, BlitMaterial, CanvasItemMaterial, FogMaterial, PanoramaSkyMaterial, ParticleProcessMaterial, PhysicalSkyMaterial, PlaceholderMaterial, ProceduralSkyMaterial, ShaderMaterial
Virtual base class for applying visual properties to an object, such as color and roughness.
說明
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.
Importantly, you can inherit from Material to create your own custom material type in script or in GDExtension.
教學
屬性
方法
_can_do_next_pass() virtual const |
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_can_use_render_priority() virtual const |
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_get_shader_mode() virtual required const |
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_get_shader_rid() virtual required const |
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create_placeholder() const |
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void |
常數
RENDER_PRIORITY_MAX = 127 🔗
render_priority 參數的最大值。
RENDER_PRIORITY_MIN = -128 🔗
render_priority 參數的最小值。
屬性說明
Sets the Material to be used for the next pass. This renders the object again using a different material.
Note: next_pass materials are not necessarily drawn immediately after the source Material. Draw order is determined by material properties, render_priority, and distance to camera.
Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".
Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with render_priority 1 will render on top of all objects with render_priority 0.
Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".
Note: This will not impact how transparent objects are sorted relative to opaque objects or how dynamic meshes will be sorted relative to other opaque meshes. This is because all transparent objects are drawn after all opaque objects and all dynamic opaque meshes are drawn before other opaque meshes.
方法說明
bool _can_do_next_pass() virtual const 🔗
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if next_pass should be shown in the editor or not.
bool _can_use_render_priority() virtual const 🔗
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if render_priority should be shown in the editor or not.
Mode _get_shader_mode() virtual required const 🔗
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools.
RID _get_shader_rid() virtual required const 🔗
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools. Used to access the RID of the Material's Shader.
Resource create_placeholder() const 🔗
建立該資源的預留位置版本(PlaceholderMaterial)。
void inspect_native_shader_code() 🔗
Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also Shader.inspect_native_shader_code().