BaseMaterial3D

package
v0.0.0-...-5eaf078 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Sep 4, 2025 License: MIT Imports: 28 Imported by: 0

Documentation

Overview

Package BaseMaterial3D provides methods for working with BaseMaterial3D object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type AlphaAntiAliasing

type AlphaAntiAliasing int //gd:BaseMaterial3D.AlphaAntiAliasing
const (
	/*Disables Alpha AntiAliasing for the material.*/
	AlphaAntialiasingOff AlphaAntiAliasing = 0
	/*Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask.*/
	AlphaAntialiasingAlphaToCoverage AlphaAntiAliasing = 1
	/*Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.*/
	AlphaAntialiasingAlphaToCoverageAndToOne AlphaAntiAliasing = 2
)

type Any

type Any interface {
	gd.IsClass
	AsBaseMaterial3D() Instance
}

type BillboardMode

type BillboardMode int //gd:BaseMaterial3D.BillboardMode
const (
	/*Billboard mode is disabled.*/
	BillboardDisabled BillboardMode = 0
	/*The object's Z axis will always face the camera.*/
	BillboardEnabled BillboardMode = 1
	/*The object's X axis will always face the camera.*/
	BillboardFixedY BillboardMode = 2
	/*Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/code] properties.
	  The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play.*/
	BillboardParticles BillboardMode = 3
)

type BlendMode

type BlendMode int //gd:BaseMaterial3D.BlendMode
const (
	/*Default blend mode. The color of the object is blended over the background based on the object's alpha value.*/
	BlendModeMix BlendMode = 0
	/*The color of the object is added to the background.*/
	BlendModeAdd BlendMode = 1
	/*The color of the object is subtracted from the background.*/
	BlendModeSub BlendMode = 2
	/*The color of the object is multiplied by the background.*/
	BlendModeMul BlendMode = 3
	/*The color of the object is added to the background and the alpha channel is used to mask out the background. This is effectively a hybrid of the blend mix and add modes, useful for effects like fire where you want the flame to add but the smoke to mix. By default, this works with unshaded materials using premultiplied textures. For shaded materials, use the [code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated as well.*/
	BlendModePremultAlpha BlendMode = 4
)

type CullMode

type CullMode int //gd:BaseMaterial3D.CullMode
const (
	/*Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes, this means that only the exterior of the mesh will be visible.*/
	CullBack CullMode = 0
	/*Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes, this means that the interior of the mesh will be drawn instead of the exterior.*/
	CullFront CullMode = 1
	/*No face culling is performed; both the front face and back face will be visible.*/
	CullDisabled CullMode = 2
)

type DepthDrawMode

type DepthDrawMode int //gd:BaseMaterial3D.DepthDrawMode
const (
	/*Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.*/
	DepthDrawOpaqueOnly DepthDrawMode = 0
	/*Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.
	  [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].*/
	DepthDrawAlways DepthDrawMode = 1
	/*Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).*/
	DepthDrawDisabled DepthDrawMode = 2
)

type DetailUV

type DetailUV int //gd:BaseMaterial3D.DetailUV
const (
	/*Use [code]UV[/code] with the detail texture.*/
	DetailUv1 DetailUV = 0
	/*Use [code]UV2[/code] with the detail texture.*/
	DetailUv2 DetailUV = 1
)

type DiffuseMode

type DiffuseMode int //gd:BaseMaterial3D.DiffuseMode
const (
	/*Default diffuse scattering algorithm.*/
	DiffuseBurley DiffuseMode = 0
	/*Diffuse scattering ignores roughness.*/
	DiffuseLambert DiffuseMode = 1
	/*Extends Lambert to cover more than 90 degrees when roughness increases.*/
	DiffuseLambertWrap DiffuseMode = 2
	/*Uses a hard cut for lighting, with smoothing affected by roughness.*/
	DiffuseToon DiffuseMode = 3
)

type DistanceFadeMode

type DistanceFadeMode int //gd:BaseMaterial3D.DistanceFadeMode
const (
	/*Do not use distance fade.*/
	DistanceFadeDisabled DistanceFadeMode = 0
	/*Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.*/
	DistanceFadePixelAlpha DistanceFadeMode = 1
	/*Smoothly fades the object out based on each pixel's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].*/
	DistanceFadePixelDither DistanceFadeMode = 2
	/*Smoothly fades the object out based on the object's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant DISTANCE_FADE_PIXEL_DITHER].*/
	DistanceFadeObjectDither DistanceFadeMode = 3
)

type EmissionOperator

type EmissionOperator int //gd:BaseMaterial3D.EmissionOperator
const (
	/*Adds the emission color to the color from the emission texture.*/
	EmissionOpAdd EmissionOperator = 0
	/*Multiplies the emission color by the color from the emission texture.*/
	EmissionOpMultiply EmissionOperator = 1
)

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsBaseMaterial3D

func (self *Extension[T]) AsBaseMaterial3D() Instance

func (*Extension[T]) AsMaterial

func (self *Extension[T]) AsMaterial() Material.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

type Feature

type Feature int //gd:BaseMaterial3D.Feature
const (
	/*Constant for setting [member emission_enabled].*/
	FeatureEmission Feature = 0
	/*Constant for setting [member normal_enabled].*/
	FeatureNormalMapping Feature = 1
	/*Constant for setting [member rim_enabled].*/
	FeatureRim Feature = 2
	/*Constant for setting [member clearcoat_enabled].*/
	FeatureClearcoat Feature = 3
	/*Constant for setting [member anisotropy_enabled].*/
	FeatureAnisotropy Feature = 4
	/*Constant for setting [member ao_enabled].*/
	FeatureAmbientOcclusion Feature = 5
	/*Constant for setting [member heightmap_enabled].*/
	FeatureHeightMapping Feature = 6
	/*Constant for setting [member subsurf_scatter_enabled].*/
	FeatureSubsurfaceScattering Feature = 7
	/*Constant for setting [member subsurf_scatter_transmittance_enabled].*/
	FeatureSubsurfaceTransmittance Feature = 8
	/*Constant for setting [member backlight_enabled].*/
	FeatureBacklight Feature = 9
	/*Constant for setting [member refraction_enabled].*/
	FeatureRefraction Feature = 10
	/*Constant for setting [member detail_enabled].*/
	FeatureDetail Feature = 11
	/*Represents the size of the [enum Feature] enum.*/
	FeatureMax Feature = 12
)

type Flags

type Flags int //gd:BaseMaterial3D.Flags
const (
	/*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.*/
	FlagDisableDepthTest Flags = 0
	/*Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.*/
	FlagAlbedoFromVertexColor Flags = 1
	/*Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb].
	  [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods.*/
	FlagSrgbVertexColor Flags = 2
	/*Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].*/
	FlagUsePointSize Flags = 3
	/*Object is scaled by depth so that it always appears the same size on screen.*/
	FlagFixedSize Flags = 4
	/*Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED].*/
	FlagBillboardKeepScale Flags = 5
	/*Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].*/
	FlagUv1UseTriplanar Flags = 6
	/*Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].*/
	FlagUv2UseTriplanar Flags = 7
	/*Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].*/
	FlagUv1UseWorldTriplanar Flags = 8
	/*Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].*/
	FlagUv2UseWorldTriplanar Flags = 9
	/*Use [code]UV2[/code] coordinates to look up from the [member ao_texture].*/
	FlagAoOnUv2 Flags = 10
	/*Use [code]UV2[/code] coordinates to look up from the [member emission_texture].*/
	FlagEmissionOnUv2 Flags = 11
	/*Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb].*/
	FlagAlbedoTextureForceSrgb Flags = 12
	/*Disables receiving shadows from other objects.*/
	FlagDontReceiveShadows Flags = 13
	/*Disables receiving ambient light.*/
	FlagDisableAmbientLight Flags = 14
	/*Enables the shadow to opacity feature.*/
	FlagUseShadowToOpacity Flags = 15
	/*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.*/
	FlagUseTextureRepeat Flags = 16
	/*Invert values read from a depth texture to convert them to height values (heightmap).*/
	FlagInvertHeightmap Flags = 17
	/*Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.*/
	FlagSubsurfaceModeSkin Flags = 18
	/*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.*/
	FlagParticleTrailsMode Flags = 19
	/*Enables multichannel signed distance field rendering shader.*/
	FlagAlbedoTextureMsdf Flags = 20
	/*Disables receiving depth-based or volumetric fog.*/
	FlagDisableFog Flags = 21
	/*Represents the size of the [enum Flags] enum.*/
	FlagMax Flags = 22
)

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.BaseMaterial3D

This class serves as a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AlbedoColor

func (self Instance) AlbedoColor() Color.RGBA

func (Instance) AlbedoTexture

func (self Instance) AlbedoTexture() Texture2D.Instance

func (Instance) AlbedoTextureForceSrgb

func (self Instance) AlbedoTextureForceSrgb() bool

func (Instance) AlbedoTextureMsdf

func (self Instance) AlbedoTextureMsdf() bool

func (Instance) AlphaAntialiasingEdge

func (self Instance) AlphaAntialiasingEdge() Float.X

func (Instance) AlphaAntialiasingMode

func (self Instance) AlphaAntialiasingMode() AlphaAntiAliasing

func (Instance) AlphaHashScale

func (self Instance) AlphaHashScale() Float.X

func (Instance) AlphaScissorThreshold

func (self Instance) AlphaScissorThreshold() Float.X

func (Instance) Anisotropy

func (self Instance) Anisotropy() Float.X

func (Instance) AnisotropyEnabled

func (self Instance) AnisotropyEnabled() bool

func (Instance) AnisotropyFlowmap

func (self Instance) AnisotropyFlowmap() Texture2D.Instance

func (Instance) AoEnabled

func (self Instance) AoEnabled() bool

func (Instance) AoLightAffect

func (self Instance) AoLightAffect() Float.X

func (Instance) AoOnUv2

func (self Instance) AoOnUv2() bool

func (Instance) AoTexture

func (self Instance) AoTexture() Texture2D.Instance

func (Instance) AoTextureChannel

func (self Instance) AoTextureChannel() TextureChannel

func (Instance) AsBaseMaterial3D

func (self Instance) AsBaseMaterial3D() Instance

func (Instance) AsMaterial

func (self Instance) AsMaterial() Material.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) Backlight

func (self Instance) Backlight() Color.RGBA

func (Instance) BacklightEnabled

func (self Instance) BacklightEnabled() bool

func (Instance) BacklightTexture

func (self Instance) BacklightTexture() Texture2D.Instance

func (Instance) BillboardKeepScale

func (self Instance) BillboardKeepScale() bool

func (Instance) BillboardMode

func (self Instance) BillboardMode() BillboardMode

func (Instance) BlendMode

func (self Instance) BlendMode() BlendMode

func (Instance) Clearcoat

func (self Instance) Clearcoat() Float.X

func (Instance) ClearcoatEnabled

func (self Instance) ClearcoatEnabled() bool

func (Instance) ClearcoatRoughness

func (self Instance) ClearcoatRoughness() Float.X

func (Instance) ClearcoatTexture

func (self Instance) ClearcoatTexture() Texture2D.Instance

func (Instance) CullMode

func (self Instance) CullMode() CullMode

func (Instance) DepthDrawMode

func (self Instance) DepthDrawMode() DepthDrawMode

func (Instance) DetailAlbedo

func (self Instance) DetailAlbedo() Texture2D.Instance

func (Instance) DetailBlendMode

func (self Instance) DetailBlendMode() BlendMode

func (Instance) DetailEnabled

func (self Instance) DetailEnabled() bool

func (Instance) DetailMask

func (self Instance) DetailMask() Texture2D.Instance

func (Instance) DetailNormal

func (self Instance) DetailNormal() Texture2D.Instance

func (Instance) DetailUvLayer

func (self Instance) DetailUvLayer() DetailUV

func (Instance) DiffuseMode

func (self Instance) DiffuseMode() DiffuseMode

func (Instance) DisableAmbientLight

func (self Instance) DisableAmbientLight() bool

func (Instance) DisableFog

func (self Instance) DisableFog() bool

func (Instance) DisableReceiveShadows

func (self Instance) DisableReceiveShadows() bool

func (Instance) DistanceFadeMaxDistance

func (self Instance) DistanceFadeMaxDistance() Float.X

func (Instance) DistanceFadeMinDistance

func (self Instance) DistanceFadeMinDistance() Float.X

func (Instance) DistanceFadeMode

func (self Instance) DistanceFadeMode() DistanceFadeMode

func (Instance) Emission

func (self Instance) Emission() Color.RGBA

func (Instance) EmissionEnabled

func (self Instance) EmissionEnabled() bool

func (Instance) EmissionEnergyMultiplier

func (self Instance) EmissionEnergyMultiplier() Float.X

func (Instance) EmissionIntensity

func (self Instance) EmissionIntensity() Float.X

func (Instance) EmissionOnUv2

func (self Instance) EmissionOnUv2() bool

func (Instance) EmissionOperator

func (self Instance) EmissionOperator() EmissionOperator

func (Instance) EmissionTexture

func (self Instance) EmissionTexture() Texture2D.Instance

func (Instance) FixedSize

func (self Instance) FixedSize() bool

func (Instance) Grow

func (self Instance) Grow() bool

func (Instance) GrowAmount

func (self Instance) GrowAmount() Float.X

func (Instance) HeightmapDeepParallax

func (self Instance) HeightmapDeepParallax() bool

func (Instance) HeightmapEnabled

func (self Instance) HeightmapEnabled() bool

func (Instance) HeightmapFlipBinormal

func (self Instance) HeightmapFlipBinormal() bool

func (Instance) HeightmapFlipTangent

func (self Instance) HeightmapFlipTangent() bool

func (Instance) HeightmapFlipTexture

func (self Instance) HeightmapFlipTexture() bool

func (Instance) HeightmapMaxLayers

func (self Instance) HeightmapMaxLayers() int

func (Instance) HeightmapMinLayers

func (self Instance) HeightmapMinLayers() int

func (Instance) HeightmapScale

func (self Instance) HeightmapScale() Float.X

func (Instance) HeightmapTexture

func (self Instance) HeightmapTexture() Texture2D.Instance

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Metallic

func (self Instance) Metallic() Float.X

func (Instance) MetallicSpecular

func (self Instance) MetallicSpecular() Float.X

func (Instance) MetallicTexture

func (self Instance) MetallicTexture() Texture2D.Instance

func (Instance) MetallicTextureChannel

func (self Instance) MetallicTextureChannel() TextureChannel

func (Instance) MsdfOutlineSize

func (self Instance) MsdfOutlineSize() Float.X

func (Instance) MsdfPixelRange

func (self Instance) MsdfPixelRange() Float.X

func (Instance) NoDepthTest

func (self Instance) NoDepthTest() bool

func (Instance) NormalEnabled

func (self Instance) NormalEnabled() bool

func (Instance) NormalScale

func (self Instance) NormalScale() Float.X

func (Instance) NormalTexture

func (self Instance) NormalTexture() Texture2D.Instance

func (Instance) OrmTexture

func (self Instance) OrmTexture() Texture2D.Instance

func (Instance) ParticlesAnimHFrames

func (self Instance) ParticlesAnimHFrames() int

func (Instance) ParticlesAnimLoop

func (self Instance) ParticlesAnimLoop() bool

func (Instance) ParticlesAnimVFrames

func (self Instance) ParticlesAnimVFrames() int

func (Instance) PointSize

func (self Instance) PointSize() Float.X

func (Instance) ProximityFadeDistance

func (self Instance) ProximityFadeDistance() Float.X

func (Instance) ProximityFadeEnabled

func (self Instance) ProximityFadeEnabled() bool

func (Instance) RefractionEnabled

func (self Instance) RefractionEnabled() bool

func (Instance) RefractionScale

func (self Instance) RefractionScale() Float.X

func (Instance) RefractionTexture

func (self Instance) RefractionTexture() Texture2D.Instance

func (Instance) RefractionTextureChannel

func (self Instance) RefractionTextureChannel() TextureChannel

func (Instance) Rim

func (self Instance) Rim() Float.X

func (Instance) RimEnabled

func (self Instance) RimEnabled() bool

func (Instance) RimTexture

func (self Instance) RimTexture() Texture2D.Instance

func (Instance) RimTint

func (self Instance) RimTint() Float.X

func (Instance) Roughness

func (self Instance) Roughness() Float.X

func (Instance) RoughnessTexture

func (self Instance) RoughnessTexture() Texture2D.Instance

func (Instance) RoughnessTextureChannel

func (self Instance) RoughnessTextureChannel() TextureChannel

func (Instance) SetAlbedoColor

func (self Instance) SetAlbedoColor(value Color.RGBA)

func (Instance) SetAlbedoTexture

func (self Instance) SetAlbedoTexture(value Texture2D.Instance)

func (Instance) SetAlbedoTextureForceSrgb

func (self Instance) SetAlbedoTextureForceSrgb(value bool)

func (Instance) SetAlbedoTextureMsdf

func (self Instance) SetAlbedoTextureMsdf(value bool)

func (Instance) SetAlphaAntialiasingEdge

func (self Instance) SetAlphaAntialiasingEdge(value Float.X)

func (Instance) SetAlphaAntialiasingMode

func (self Instance) SetAlphaAntialiasingMode(value AlphaAntiAliasing)

func (Instance) SetAlphaHashScale

func (self Instance) SetAlphaHashScale(value Float.X)

func (Instance) SetAlphaScissorThreshold

func (self Instance) SetAlphaScissorThreshold(value Float.X)

func (Instance) SetAnisotropy

func (self Instance) SetAnisotropy(value Float.X)

func (Instance) SetAnisotropyEnabled

func (self Instance) SetAnisotropyEnabled(value bool)

func (Instance) SetAnisotropyFlowmap

func (self Instance) SetAnisotropyFlowmap(value Texture2D.Instance)

func (Instance) SetAoEnabled

func (self Instance) SetAoEnabled(value bool)

func (Instance) SetAoLightAffect

func (self Instance) SetAoLightAffect(value Float.X)

func (Instance) SetAoOnUv2

func (self Instance) SetAoOnUv2(value bool)

func (Instance) SetAoTexture

func (self Instance) SetAoTexture(value Texture2D.Instance)

func (Instance) SetAoTextureChannel

func (self Instance) SetAoTextureChannel(value TextureChannel)

func (Instance) SetBacklight

func (self Instance) SetBacklight(value Color.RGBA)

func (Instance) SetBacklightEnabled

func (self Instance) SetBacklightEnabled(value bool)

func (Instance) SetBacklightTexture

func (self Instance) SetBacklightTexture(value Texture2D.Instance)

func (Instance) SetBillboardKeepScale

func (self Instance) SetBillboardKeepScale(value bool)

func (Instance) SetBillboardMode

func (self Instance) SetBillboardMode(value BillboardMode)

func (Instance) SetBlendMode

func (self Instance) SetBlendMode(value BlendMode)

func (Instance) SetClearcoat

func (self Instance) SetClearcoat(value Float.X)

func (Instance) SetClearcoatEnabled

func (self Instance) SetClearcoatEnabled(value bool)

func (Instance) SetClearcoatRoughness

func (self Instance) SetClearcoatRoughness(value Float.X)

func (Instance) SetClearcoatTexture

func (self Instance) SetClearcoatTexture(value Texture2D.Instance)

func (Instance) SetCullMode

func (self Instance) SetCullMode(value CullMode)

func (Instance) SetDepthDrawMode

func (self Instance) SetDepthDrawMode(value DepthDrawMode)

func (Instance) SetDetailAlbedo

func (self Instance) SetDetailAlbedo(value Texture2D.Instance)

func (Instance) SetDetailBlendMode

func (self Instance) SetDetailBlendMode(value BlendMode)

func (Instance) SetDetailEnabled

func (self Instance) SetDetailEnabled(value bool)

func (Instance) SetDetailMask

func (self Instance) SetDetailMask(value Texture2D.Instance)

func (Instance) SetDetailNormal

func (self Instance) SetDetailNormal(value Texture2D.Instance)

func (Instance) SetDetailUvLayer

func (self Instance) SetDetailUvLayer(value DetailUV)

func (Instance) SetDiffuseMode

func (self Instance) SetDiffuseMode(value DiffuseMode)

func (Instance) SetDisableAmbientLight

func (self Instance) SetDisableAmbientLight(value bool)

func (Instance) SetDisableFog

func (self Instance) SetDisableFog(value bool)

func (Instance) SetDisableReceiveShadows

func (self Instance) SetDisableReceiveShadows(value bool)

func (Instance) SetDistanceFadeMaxDistance

func (self Instance) SetDistanceFadeMaxDistance(value Float.X)

func (Instance) SetDistanceFadeMinDistance

func (self Instance) SetDistanceFadeMinDistance(value Float.X)

func (Instance) SetDistanceFadeMode

func (self Instance) SetDistanceFadeMode(value DistanceFadeMode)

func (Instance) SetEmission

func (self Instance) SetEmission(value Color.RGBA)

func (Instance) SetEmissionEnabled

func (self Instance) SetEmissionEnabled(value bool)

func (Instance) SetEmissionEnergyMultiplier

func (self Instance) SetEmissionEnergyMultiplier(value Float.X)

func (Instance) SetEmissionIntensity

func (self Instance) SetEmissionIntensity(value Float.X)

func (Instance) SetEmissionOnUv2

func (self Instance) SetEmissionOnUv2(value bool)

func (Instance) SetEmissionOperator

func (self Instance) SetEmissionOperator(value EmissionOperator)

func (Instance) SetEmissionTexture

func (self Instance) SetEmissionTexture(value Texture2D.Instance)

func (Instance) SetFixedSize

func (self Instance) SetFixedSize(value bool)

func (Instance) SetGrow

func (self Instance) SetGrow(value bool)

func (Instance) SetGrowAmount

func (self Instance) SetGrowAmount(value Float.X)

func (Instance) SetHeightmapDeepParallax

func (self Instance) SetHeightmapDeepParallax(value bool)

func (Instance) SetHeightmapEnabled

func (self Instance) SetHeightmapEnabled(value bool)

func (Instance) SetHeightmapFlipBinormal

func (self Instance) SetHeightmapFlipBinormal(value bool)

func (Instance) SetHeightmapFlipTangent

func (self Instance) SetHeightmapFlipTangent(value bool)

func (Instance) SetHeightmapFlipTexture

func (self Instance) SetHeightmapFlipTexture(value bool)

func (Instance) SetHeightmapMaxLayers

func (self Instance) SetHeightmapMaxLayers(value int)

func (Instance) SetHeightmapMinLayers

func (self Instance) SetHeightmapMinLayers(value int)

func (Instance) SetHeightmapScale

func (self Instance) SetHeightmapScale(value Float.X)

func (Instance) SetHeightmapTexture

func (self Instance) SetHeightmapTexture(value Texture2D.Instance)

func (Instance) SetMetallic

func (self Instance) SetMetallic(value Float.X)

func (Instance) SetMetallicSpecular

func (self Instance) SetMetallicSpecular(value Float.X)

func (Instance) SetMetallicTexture

func (self Instance) SetMetallicTexture(value Texture2D.Instance)

func (Instance) SetMetallicTextureChannel

func (self Instance) SetMetallicTextureChannel(value TextureChannel)

func (Instance) SetMsdfOutlineSize

func (self Instance) SetMsdfOutlineSize(value Float.X)

func (Instance) SetMsdfPixelRange

func (self Instance) SetMsdfPixelRange(value Float.X)

func (Instance) SetNoDepthTest

func (self Instance) SetNoDepthTest(value bool)

func (Instance) SetNormalEnabled

func (self Instance) SetNormalEnabled(value bool)

func (Instance) SetNormalScale

func (self Instance) SetNormalScale(value Float.X)

func (Instance) SetNormalTexture

func (self Instance) SetNormalTexture(value Texture2D.Instance)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetOrmTexture

func (self Instance) SetOrmTexture(value Texture2D.Instance)

func (Instance) SetParticlesAnimHFrames

func (self Instance) SetParticlesAnimHFrames(value int)

func (Instance) SetParticlesAnimLoop

func (self Instance) SetParticlesAnimLoop(value bool)

func (Instance) SetParticlesAnimVFrames

func (self Instance) SetParticlesAnimVFrames(value int)

func (Instance) SetPointSize

func (self Instance) SetPointSize(value Float.X)

func (Instance) SetProximityFadeDistance

func (self Instance) SetProximityFadeDistance(value Float.X)

func (Instance) SetProximityFadeEnabled

func (self Instance) SetProximityFadeEnabled(value bool)

func (Instance) SetRefractionEnabled

func (self Instance) SetRefractionEnabled(value bool)

func (Instance) SetRefractionScale

func (self Instance) SetRefractionScale(value Float.X)

func (Instance) SetRefractionTexture

func (self Instance) SetRefractionTexture(value Texture2D.Instance)

func (Instance) SetRefractionTextureChannel

func (self Instance) SetRefractionTextureChannel(value TextureChannel)

func (Instance) SetRim

func (self Instance) SetRim(value Float.X)

func (Instance) SetRimEnabled

func (self Instance) SetRimEnabled(value bool)

func (Instance) SetRimTexture

func (self Instance) SetRimTexture(value Texture2D.Instance)

func (Instance) SetRimTint

func (self Instance) SetRimTint(value Float.X)

func (Instance) SetRoughness

func (self Instance) SetRoughness(value Float.X)

func (Instance) SetRoughnessTexture

func (self Instance) SetRoughnessTexture(value Texture2D.Instance)

func (Instance) SetRoughnessTextureChannel

func (self Instance) SetRoughnessTextureChannel(value TextureChannel)

func (Instance) SetShadingMode

func (self Instance) SetShadingMode(value ShadingMode)

func (Instance) SetShadowToOpacity

func (self Instance) SetShadowToOpacity(value bool)

func (Instance) SetSpecularMode

func (self Instance) SetSpecularMode(value SpecularMode)

func (Instance) SetSubsurfScatterEnabled

func (self Instance) SetSubsurfScatterEnabled(value bool)

func (Instance) SetSubsurfScatterSkinMode

func (self Instance) SetSubsurfScatterSkinMode(value bool)

func (Instance) SetSubsurfScatterStrength

func (self Instance) SetSubsurfScatterStrength(value Float.X)

func (Instance) SetSubsurfScatterTexture

func (self Instance) SetSubsurfScatterTexture(value Texture2D.Instance)

func (Instance) SetSubsurfScatterTransmittanceBoost

func (self Instance) SetSubsurfScatterTransmittanceBoost(value Float.X)

func (Instance) SetSubsurfScatterTransmittanceColor

func (self Instance) SetSubsurfScatterTransmittanceColor(value Color.RGBA)

func (Instance) SetSubsurfScatterTransmittanceDepth

func (self Instance) SetSubsurfScatterTransmittanceDepth(value Float.X)

func (Instance) SetSubsurfScatterTransmittanceEnabled

func (self Instance) SetSubsurfScatterTransmittanceEnabled(value bool)

func (Instance) SetSubsurfScatterTransmittanceTexture

func (self Instance) SetSubsurfScatterTransmittanceTexture(value Texture2D.Instance)

func (Instance) SetTextureFilter

func (self Instance) SetTextureFilter(value TextureFilter)

func (Instance) SetTextureRepeat

func (self Instance) SetTextureRepeat(value bool)

func (Instance) SetTransparency

func (self Instance) SetTransparency(value Transparency)

func (Instance) SetUseParticleTrails

func (self Instance) SetUseParticleTrails(value bool)

func (Instance) SetUsePointSize

func (self Instance) SetUsePointSize(value bool)

func (Instance) SetUv1Offset

func (self Instance) SetUv1Offset(value Vector3.XYZ)

func (Instance) SetUv1Scale

func (self Instance) SetUv1Scale(value Vector3.XYZ)

func (Instance) SetUv1Triplanar

func (self Instance) SetUv1Triplanar(value bool)

func (Instance) SetUv1TriplanarSharpness

func (self Instance) SetUv1TriplanarSharpness(value Float.X)

func (Instance) SetUv1WorldTriplanar

func (self Instance) SetUv1WorldTriplanar(value bool)

func (Instance) SetUv2Offset

func (self Instance) SetUv2Offset(value Vector3.XYZ)

func (Instance) SetUv2Scale

func (self Instance) SetUv2Scale(value Vector3.XYZ)

func (Instance) SetUv2Triplanar

func (self Instance) SetUv2Triplanar(value bool)

func (Instance) SetUv2TriplanarSharpness

func (self Instance) SetUv2TriplanarSharpness(value Float.X)

func (Instance) SetUv2WorldTriplanar

func (self Instance) SetUv2WorldTriplanar(value bool)

func (Instance) SetVertexColorIsSrgb

func (self Instance) SetVertexColorIsSrgb(value bool)

func (Instance) SetVertexColorUseAsAlbedo

func (self Instance) SetVertexColorUseAsAlbedo(value bool)

func (Instance) ShadingMode

func (self Instance) ShadingMode() ShadingMode

func (Instance) ShadowToOpacity

func (self Instance) ShadowToOpacity() bool

func (Instance) SpecularMode

func (self Instance) SpecularMode() SpecularMode

func (Instance) SubsurfScatterEnabled

func (self Instance) SubsurfScatterEnabled() bool

func (Instance) SubsurfScatterSkinMode

func (self Instance) SubsurfScatterSkinMode() bool

func (Instance) SubsurfScatterStrength

func (self Instance) SubsurfScatterStrength() Float.X

func (Instance) SubsurfScatterTexture

func (self Instance) SubsurfScatterTexture() Texture2D.Instance

func (Instance) SubsurfScatterTransmittanceBoost

func (self Instance) SubsurfScatterTransmittanceBoost() Float.X

func (Instance) SubsurfScatterTransmittanceColor

func (self Instance) SubsurfScatterTransmittanceColor() Color.RGBA

func (Instance) SubsurfScatterTransmittanceDepth

func (self Instance) SubsurfScatterTransmittanceDepth() Float.X

func (Instance) SubsurfScatterTransmittanceEnabled

func (self Instance) SubsurfScatterTransmittanceEnabled() bool

func (Instance) SubsurfScatterTransmittanceTexture

func (self Instance) SubsurfScatterTransmittanceTexture() Texture2D.Instance

func (Instance) TextureFilter

func (self Instance) TextureFilter() TextureFilter

func (Instance) TextureRepeat

func (self Instance) TextureRepeat() bool

func (Instance) Transparency

func (self Instance) Transparency() Transparency

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) UseParticleTrails

func (self Instance) UseParticleTrails() bool

func (Instance) UsePointSize

func (self Instance) UsePointSize() bool

func (Instance) Uv1Offset

func (self Instance) Uv1Offset() Vector3.XYZ

func (Instance) Uv1Scale

func (self Instance) Uv1Scale() Vector3.XYZ

func (Instance) Uv1Triplanar

func (self Instance) Uv1Triplanar() bool

func (Instance) Uv1TriplanarSharpness

func (self Instance) Uv1TriplanarSharpness() Float.X

func (Instance) Uv1WorldTriplanar

func (self Instance) Uv1WorldTriplanar() bool

func (Instance) Uv2Offset

func (self Instance) Uv2Offset() Vector3.XYZ

func (Instance) Uv2Scale

func (self Instance) Uv2Scale() Vector3.XYZ

func (Instance) Uv2Triplanar

func (self Instance) Uv2Triplanar() bool

func (Instance) Uv2TriplanarSharpness

func (self Instance) Uv2TriplanarSharpness() Float.X

func (Instance) Uv2WorldTriplanar

func (self Instance) Uv2WorldTriplanar() bool

func (Instance) VertexColorIsSrgb

func (self Instance) VertexColorIsSrgb() bool

func (Instance) VertexColorUseAsAlbedo

func (self Instance) VertexColorUseAsAlbedo() bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type ShadingMode

type ShadingMode int //gd:BaseMaterial3D.ShadingMode
const (
	/*The object will not receive shadows. This is the fastest to render, but it disables all interactions with lights.*/
	ShadingModeUnshaded ShadingMode = 0
	/*The object will be shaded per pixel. Useful for realistic shading effects.*/
	ShadingModePerPixel ShadingMode = 1
	/*The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality.*/
	ShadingModePerVertex ShadingMode = 2
	/*Represents the size of the [enum ShadingMode] enum.*/
	ShadingModeMax ShadingMode = 3
)

type SpecularMode

type SpecularMode int //gd:BaseMaterial3D.SpecularMode
const (
	/*Default specular blob.*/
	SpecularSchlickGgx SpecularMode = 0
	/*Toon blob which changes size based on roughness.*/
	SpecularToon SpecularMode = 1
	/*No specular blob. This is slightly faster to render than other specular modes.*/
	SpecularDisabled SpecularMode = 2
)

type TextureChannel

type TextureChannel int //gd:BaseMaterial3D.TextureChannel
const (
	/*Used to read from the red channel of a texture.*/
	TextureChannelRed TextureChannel = 0
	/*Used to read from the green channel of a texture.*/
	TextureChannelGreen TextureChannel = 1
	/*Used to read from the blue channel of a texture.*/
	TextureChannelBlue TextureChannel = 2
	/*Used to read from the alpha channel of a texture.*/
	TextureChannelAlpha TextureChannel = 3
	/*Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.*/
	TextureChannelGrayscale TextureChannel = 4
)

type TextureFilter

type TextureFilter int //gd:BaseMaterial3D.TextureFilter
const (
	/*The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).*/
	TextureFilterNearest TextureFilter = 0
	/*The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).*/
	TextureFilterLinear TextureFilter = 1
	/*The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look pixelated from up close, and smooth from a distance.*/
	TextureFilterNearestWithMipmaps TextureFilter = 2
	/*The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look smooth from up close, and smooth from a distance.*/
	TextureFilterLinearWithMipmaps TextureFilter = 3
	/*The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/
	TextureFilterNearestWithMipmapsAnisotropic TextureFilter = 4
	/*The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/
	TextureFilterLinearWithMipmapsAnisotropic TextureFilter = 5
	/*Represents the size of the [enum TextureFilter] enum.*/
	TextureFilterMax TextureFilter = 6
)

type TextureParam

type TextureParam int //gd:BaseMaterial3D.TextureParam
const (
	/*Texture specifying per-pixel color.*/
	TextureAlbedo TextureParam = 0
	/*Texture specifying per-pixel metallic value.*/
	TextureMetallic TextureParam = 1
	/*Texture specifying per-pixel roughness value.*/
	TextureRoughness TextureParam = 2
	/*Texture specifying per-pixel emission color.*/
	TextureEmission TextureParam = 3
	/*Texture specifying per-pixel normal vector.*/
	TextureNormal TextureParam = 4
	/*Texture specifying per-pixel rim value.*/
	TextureRim TextureParam = 5
	/*Texture specifying per-pixel clearcoat value.*/
	TextureClearcoat TextureParam = 6
	/*Texture specifying per-pixel flowmap direction for use with [member anisotropy].*/
	TextureFlowmap TextureParam = 7
	/*Texture specifying per-pixel ambient occlusion value.*/
	TextureAmbientOcclusion TextureParam = 8
	/*Texture specifying per-pixel height.*/
	TextureHeightmap TextureParam = 9
	/*Texture specifying per-pixel subsurface scattering.*/
	TextureSubsurfaceScattering TextureParam = 10
	/*Texture specifying per-pixel transmittance for subsurface scattering.*/
	TextureSubsurfaceTransmittance TextureParam = 11
	/*Texture specifying per-pixel backlight color.*/
	TextureBacklight TextureParam = 12
	/*Texture specifying per-pixel refraction strength.*/
	TextureRefraction TextureParam = 13
	/*Texture specifying per-pixel detail mask blending value.*/
	TextureDetailMask TextureParam = 14
	/*Texture specifying per-pixel detail color.*/
	TextureDetailAlbedo TextureParam = 15
	/*Texture specifying per-pixel detail normal.*/
	TextureDetailNormal TextureParam = 16
	/*Texture holding ambient occlusion, roughness, and metallic.*/
	TextureOrm TextureParam = 17
	/*Represents the size of the [enum TextureParam] enum.*/
	TextureMax TextureParam = 18
)

type Transparency

type Transparency int //gd:BaseMaterial3D.Transparency
const (
	/*The material will not use transparency. This is the fastest to render.*/
	TransparencyDisabled Transparency = 0
	/*The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.*/
	TransparencyAlpha Transparency = 1
	/*The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.*/
	TransparencyAlphaScissor Transparency = 2
	/*The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. Alpha hashing is suited for hair rendering.*/
	TransparencyAlphaHash Transparency = 3
	/*The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. This also supports casting shadows.*/
	TransparencyAlphaDepthPrePass Transparency = 4
	/*Represents the size of the [enum Transparency] enum.*/
	TransparencyMax Transparency = 5
)

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL