You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
If [code]true[/code], the object is rendered at the same size regardless of distance. The object's size on screen is the same as if the camera was [code]1.0[/code] units away from the object's origin, regardless of the actual distance from the camera. The [Camera3D]'s field of view (or [member Camera3D.size] when in orthogonal/frustum mode) still affects the size the object is drawn at.
Overrides the [Camera3D]'s field of view angle (in degrees).
234
+
[b]Note:[/b] This behaves as if the field of view is set on a [Camera3D] with [member Camera3D.keep_aspect] set to [constant Camera3D.KEEP_HEIGHT]. Additionally, it may not look correct on a non-perspective camera where the field of view setting is ignored.
If [code]true[/code], enables the vertex grow setting. This can be used to create mesh-based outlines using a second material pass and its [member cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].
234
238
[b]Note:[/b] Vertex growth cannot create new vertices, which means that visible gaps may occur in sharp corners. This can be alleviated by designing the mesh to use smooth normals exclusively using [url=http://wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D authoring software. In this case, grow will be able to join every outline together, just like in the original mesh.
The material's transparency mode. Some transparency modes will disable shadow casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque rendering. See also [member blend_mode].
If [code]true[/code], 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.
How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. The Z component is used when [member uv1_triplanar] is enabled, but it is not used anywhere else.
Scales the object being rendered towards the camera to avoid clipping into things like walls. This is intended to be used for objects that are fixed with respect to the camera like player arms, tools, etc. Lighting and shadows will continue to work correctly when this setting is adjusted, but screen-space effects like SSAO and SSR may break with lower scales. Therefore, try to keep this setting as close to [code]1.0[/code] as possible.
0 commit comments