Enum BaseMaterial3D.Flags
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum BaseMaterial3D.Flags : long
Fields
AOOnUV2 = 10Use
UV2coordinates to look up from the AOTexture.AlbedoFromVertexColor = 1Set
ALBEDOto the per-vertex color specified in the mesh.AlbedoTextureForceSrgb = 12Forces the shader to convert albedo from sRGB space to linear space. See also AlbedoTextureForceSrgb.
AlbedoTextureMsdf = 20Enables multichannel signed distance field rendering shader.
BillboardKeepScale = 5Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when BillboardMode is Enabled.
DisableAmbientLight = 14Disables receiving ambient light.
DisableDepthTest = 0Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
DisableFog = 21Disables receiving depth-based or volumetric fog.
DontReceiveShadows = 13Disables receiving shadows from other objects.
EmissionOnUV2 = 11Use
UV2coordinates to look up from the EmissionTexture.FixedSize = 4Object is scaled by depth so that it always appears the same size on screen.
InvertHeightmap = 17Invert values read from a depth texture to convert them to height values (heightmap).
Max = 22Represents the size of the BaseMaterial3D.Flags enum.
ParticleTrailsMode = 19Enables parts of the shader required for GpuParticles3D trails to function. This also requires using a mesh with appropriate skinning, such as RibbonTrailMesh or TubeTrailMesh. Enabling this feature outside of materials used in GpuParticles3D meshes will break material rendering.
SrgbVertexColor = 2Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also VertexColorIsSrgb.
Note: Only effective when using the Forward+ and Mobile rendering methods.
SubsurfaceModeSkin = 18Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.
UV2UseTriplanar = 7Use triplanar texture lookup for all texture lookups that would normally use
UV2.UV2UseWorldTriplanar = 9Use triplanar texture lookup for all texture lookups that would normally use
UV2.UsePointSize = 3Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use
POINT_COORDinstead ofUV.UseShadowToOpacity = 15Enables the shadow to opacity feature.
UseTextureRepeat = 16Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.
Uv1UseTriplanar = 6Use triplanar texture lookup for all texture lookups that would normally use
UV.Uv1UseWorldTriplanar = 8Use triplanar texture lookup for all texture lookups that would normally use
UV.