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SpatialMaterial Properties

The SpatialMaterial type exposes the following members.

Properties
  NameDescription
Public propertyAlbedoColor

The material's base color.

Public propertyAlbedoTexture

Texture to multiply by AlbedoColor. Used for basic texturing of objects.

Public propertyAnisotropy

The strength of the anisotropy effect.

Public propertyAnisotropyEnabled

If true, anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken.

Public propertyAnisotropyFlowmap

Texture that offsets the tangent map for anisotropy calculations.

Public propertyAoEnabled

If true, ambient occlusion is enabled. Ambient occlusion darkens areas based on the AoTexture.

Public propertyAoLightAffect

Amount that ambient occlusion affects lighting from lights. If 0, ambient occlusion only affects ambient light. If 1, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.

Public propertyAoOnUv2

If true, use UV2 coordinates to look up from the AoTexture.

Public propertyAoTexture

Texture that defines the amount of ambient occlusion for a given point on the object.

Public propertyAoTextureChannel

Specifies the channel of the AoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Public propertyClearcoat

Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect.

Public propertyClearcoatEnabled

If true, clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.

Public propertyClearcoatGloss

Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.

Public propertyClearcoatTexture

Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.

Public propertyDepthDeepParallax

If true, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.

Public propertyDepthEnabled

If true, depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also NormalEnabled.

Note: Depth mapping is not supported if triplanar mapping is used on the same material. The value of DepthEnabled will be ignored if Uv1Triplanar is enabled.

Public propertyDepthFlipBinormal

If true, direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect.

Public propertyDepthFlipTangent

If true, direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect.

Public propertyDepthMaxLayers

Number of layers to use when using DepthDeepParallax and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.

Public propertyDepthMinLayers

Number of layers to use when using DepthDeepParallax and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.

Public propertyDepthScale

Scales the depth offset effect. A higher number will create a larger depth.

Public propertyDepthTexture

Texture used to determine depth at a given pixel. Depth is always stored in the red channel.

Public propertyDetailAlbedo

Texture that specifies the color of the detail overlay.

Public propertyDetailBlendMode

Specifies how the DetailAlbedo should blend with the current ALBEDO. See SpatialMaterialBlendMode for options.

Public propertyDetailEnabled

If true, enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on DetailMask. This can be used to add variation to objects, or to blend between two different albedo/normal textures.

Public propertyDetailMask

Texture used to specify how the detail textures get blended with the base textures.

Public propertyDetailNormal

Texture that specifies the per-pixel normal of the detail overlay.

Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.

Public propertyDetailUvLayer

Specifies whether to use UV or UV2 for the detail layer. See SpatialMaterialDetailUV for options.

Public propertyDistanceFadeMaxDistance

Distance at which the object appears fully opaque.

Note: If distance_fade_max_distance is less than distance_fade_min_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.

Public propertyDistanceFadeMinDistance

Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.

Note: If distance_fade_min_distance is greater than distance_fade_max_distance, the behavior will be reversed. The object will start to fade away at distance_fade_max_distance and will fully disappear once it reaches distance_fade_min_distance.

Public propertyDistanceFadeMode
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEmission

The emitted light's color. See EmissionEnabled.

Public propertyEmissionEnabled

If true, the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a GIProbe or BakedLightmap is used and this object is used in baked lighting.

Public propertyEmissionEnergy

The emitted light's strength. See EmissionEnabled.

Public propertyEmissionOnUv2

Use UV2 to read from the EmissionTexture.

Public propertyEmissionOperator
Public propertyEmissionTexture

Texture that specifies how much surface emits light at a given point.

Public propertyFlagsAlbedoTexForceSrgb

Forces a conversion of the AlbedoTexture from sRGB space to linear space.

Public propertyFlagsDisableAmbientLight

If true, the object receives no ambient light.

Public propertyFlagsDoNotReceiveShadows

If true, the object receives no shadow that would otherwise be cast onto it.

Public propertyFlagsEnsureCorrectNormals

If true, the shader will compute extra operations to make sure the normal stays correct when using a non-uniform scale. Only enable if using non-uniform scaling.

Public propertyFlagsFixedSize

If true, the object is rendered at the same size regardless of distance.

Public propertyFlagsNoDepthTest

If true, depth testing is disabled and the object will be drawn in render order.

Public propertyFlagsTransparent

If true, transparency is enabled on the body. See also ParamsBlendMode.

Public propertyFlagsUnshaded

If true, the object is unaffected by lighting.

Public propertyFlagsUsePointSize

If true, render point size can be changed.

Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also ParamsPointSize.

Public propertyFlagsUseShadowToOpacity

If true, enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.

Public propertyFlagsVertexLighting

If true, lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices.

Public propertyFlagsWorldTriplanar

If true, triplanar mapping is calculated in world space rather than object local space. See also Uv1Triplanar.

Public propertyMetallic

A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use Roughness.

Public propertyMetallicSpecular

Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.

Note: unlike Metallic, this is not energy-conserving, so it should be left at 0.5 in most cases. See also Roughness.

Public propertyMetallicTexture

Texture used to specify metallic for an object. This is multiplied by Metallic.

Public propertyMetallicTextureChannel

Specifies the channel of the MetallicTexture in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Public propertyNativeInstance (Inherited from Object.)
Public propertyNextPass

Sets the Material to be used for the next pass. This renders the object again using a different material.

Note: only applies to SpatialMaterials and ShaderMaterials with type "Spatial".

(Inherited from Material.)
Public propertyNormalEnabled

If true, normal mapping is enabled.

Public propertyNormalScale

The strength of the normal map's effect.

Public propertyNormalTexture

Texture used to specify the normal at a given pixel. The normal_texture only uses the red and green channels. The normal read from normal_texture is oriented around the surface normal provided by the Mesh.

Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.

Public propertyParamsAlphaScissorThreshold

Threshold at which the alpha scissor will discard values.

Public propertyParamsBillboardKeepScale

If true, the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when ParamsBillboardMode is .

Public propertyParamsBillboardMode

Controls how the object faces the camera. See SpatialMaterialBillboardMode.

Note: Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See GitHub issue #41567 for details.

Public propertyParamsBlendMode

The material's blend mode.

Note: Values other than Mix force the object into the transparent pipeline. See SpatialMaterialBlendMode.

Public propertyParamsCullMode

Which side of the object is not drawn when backfaces are rendered. See SpatialMaterialCullMode.

Public propertyParamsDepthDrawMode
Public propertyParamsDiffuseMode
Public propertyParamsGrow

If true, enables the vertex grow setting. See ParamsGrowAmount.

Public propertyParamsGrowAmount

Grows object vertices in the direction of their normals.

Public propertyParamsLineWidth

Currently unimplemented in Godot.

Public propertyParamsPointSize

The point size in pixels. See FlagsUsePointSize.

Public propertyParamsSpecularMode
Public propertyParamsUseAlphaScissor

If true, the shader will discard all pixels that have an alpha value less than ParamsAlphaScissorThreshold.

Public propertyParticlesAnimHFrames

The number of horizontal frames in the particle sprite sheet. Only enabled when using . See ParamsBillboardMode.

Public propertyParticlesAnimLoop

If true, particle animations are looped. Only enabled when using . See ParamsBillboardMode.

Public propertyParticlesAnimVFrames

The number of vertical frames in the particle sprite sheet. Only enabled when using . See ParamsBillboardMode.

Public propertyProximityFadeDistance

Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.

Public propertyProximityFadeEnable

If true, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.

Public propertyRefractionEnabled

If true, the refraction effect is enabled. Distorts transparency based on light from behind the object.

Public propertyRefractionScale

The strength of the refraction effect.

Public propertyRefractionTexture

Texture that controls the strength of the refraction per-pixel. Multiplied by RefractionScale.

Public propertyRefractionTextureChannel

Specifies the channel of the AoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Public propertyRenderPriority

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).

(Inherited from Material.)
Public propertyResourceLocalToScene

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

(Inherited from Resource.)
Public propertyResourceName

The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor.

(Inherited from Resource.)
Public propertyResourcePath

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

(Inherited from Resource.)
Public propertyRim

Sets the strength of the rim lighting effect.

Public propertyRimEnabled

If true, rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.

Public propertyRimTexture

Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by Rim.

Public propertyRimTint

The amount of to blend light and albedo color when rendering rim effect. If 0 the light color is used, while 1 means albedo color is used. An intermediate value generally works best.

Public propertyRoughness

Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also Metallic.

Public propertyRoughnessTexture

Texture used to control the roughness per-pixel. Multiplied by Roughness.

Public propertyRoughnessTextureChannel

Specifies the channel of the AoTexture in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.

Public propertySubsurfScatterEnabled

If true, subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.

Public propertySubsurfScatterStrength

The strength of the subsurface scattering effect.

Public propertySubsurfScatterTexture

Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by SubsurfScatterStrength.

Public propertyTransmission

The color used by the transmission effect. Represents the light passing through an object.

Public propertyTransmissionEnabled

If true, the transmission effect is enabled.

Public propertyTransmissionTexture

Texture used to control the transmission effect per-pixel. Added to Transmission.

Public propertyUv1Offset

How much to offset the UV coordinates. This amount will be added to UV in the vertex function. This can be used to offset a texture.

Public propertyUv1Scale

How much to scale the UV coordinates. This is multiplied by UV in the vertex function.

Public propertyUv1Triplanar

If true, instead of using UV textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.

Public propertyUv1TriplanarSharpness

A lower number blends the texture more softly while a higher number blends the texture more sharply.

Public propertyUv2Offset

How much to offset the UV2 coordinates. This amount will be added to UV2 in the vertex function. This can be used to offset a texture.

Public propertyUv2Scale

How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function.

Public propertyUv2Triplanar

If true, instead of using UV2 textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.

Public propertyUv2TriplanarSharpness

A lower number blends the texture more softly while a higher number blends the texture more sharply.

Public propertyVertexColorIsSrgb

If true, the model's vertex colors are processed as sRGB mode.

Public propertyVertexColorUseAsAlbedo

If true, the vertex color is used as albedo color.

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