Enumeration Casemigueldeicaza.swiftgodot 0.45.0SwiftGodot
aoOnUv2
Use UV2
coordinates to look up from the aoTexture
.
case aoOnUv2
Other cases
case disableDepthTest
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.
case albedoFromVertexColor
Set
ALBEDO
to the per-vertex color specified in the mesh.case srgbVertexColor
Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also
vertexColorIsSrgb
.case usePointSize
Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use
POINT_COORD
instead ofUV
.case fixedSize
Object is scaled by depth so that it always appears the same size on screen.
case billboardKeepScale
Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when
billboardMode
is .billboardEnabled.case uv1UseTriplanar
Use triplanar texture lookup for all texture lookups that would normally use
UV
.case uv2UseTriplanar
Use triplanar texture lookup for all texture lookups that would normally use
UV2
.case uv1UseWorldTriplanar
Use triplanar texture lookup for all texture lookups that would normally use
UV
.case uv2UseWorldTriplanar
Use triplanar texture lookup for all texture lookups that would normally use
UV2
.case emissionOnUv2
Use
UV2
coordinates to look up from theemissionTexture
.case albedoTextureForceSrgb
Forces the shader to convert albedo from sRGB space to linear space. See also
albedoTextureForceSrgb
.case dontReceiveShadows
Disables receiving shadows from other objects.
case disableAmbientLight
Disables receiving ambient light.
case useShadowToOpacity
Enables the shadow to opacity feature.
case useTextureRepeat
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.
case invertHeightmap
Invert values read from a depth texture to convert them to height values (heightmap).
case subsurfaceModeSkin
Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.
case particleTrailsMode
Enables parts of the shader required for
GPUParticles3D
trails to function. This also requires using a mesh with appropriate skinning, such asRibbonTrailMesh
orTubeTrailMesh
. Enabling this feature outside of materials used inGPUParticles3D
meshes will break material rendering.case albedoTextureMsdf
Enables multichannel signed distance field rendering shader.
case disableFog
Disables receiving depth-based or volumetric fog.
case max
Represents the size of the
Flags
enum.