Table of Contents

Enum BaseMaterial3D.Flags

Namespace
Godot
Assembly
GodotSharp.dll
public enum BaseMaterial3D.Flags : long

Fields

AOOnUV2 = 10

Use UV2 coordinates to look up from the AOTexture.

AlbedoFromVertexColor = 1

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

AlbedoTextureForceSrgb = 12

Forces the shader to convert albedo from sRGB space to linear space. See also AlbedoTextureForceSrgb.

AlbedoTextureMsdf = 20

Enables multichannel signed distance field rendering shader.

BillboardKeepScale = 5

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

DisableAmbientLight = 14

Disables receiving ambient light.

DisableDepthTest = 0

Disables 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 = 21

Disables receiving depth-based or volumetric fog.

DontReceiveShadows = 13

Disables receiving shadows from other objects.

EmissionOnUV2 = 11

Use UV2 coordinates to look up from the EmissionTexture.

FixedSize = 4

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

InvertHeightmap = 17

Invert values read from a depth texture to convert them to height values (heightmap).

Max = 22

Represents the size of the BaseMaterial3D.Flags enum.

ParticleTrailsMode = 19

Enables 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 = 2

Vertex 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 = 18

Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.

UV2UseTriplanar = 7

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

UV2UseWorldTriplanar = 9

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

UsePointSize = 3

Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use POINT_COORD instead of UV.

UseShadowToOpacity = 15

Enables the shadow to opacity feature.

UseTextureRepeat = 16

Enables 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 = 6

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

Uv1UseWorldTriplanar = 8

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