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Copy file name to clipboardExpand all lines: doc/classes/BaseMaterial3D.xml
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The method for rendering the specular blob.
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[b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead.
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</member>
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<membername="stencil_color"type="Color"setter="set_stencil_effect_color"getter="get_stencil_effect_color"default="Color(0, 0, 0, 1)"experimental="May be affected by future rendering pipeline changes.">
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The primary color of the stencil effect.
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</member>
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<membername="stencil_compare"type="int"setter="set_stencil_compare"getter="get_stencil_compare"enum="BaseMaterial3D.StencilCompare"default="0"experimental="May be affected by future rendering pipeline changes.">
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The comparison operator to use for stencil masking operations. See [enum StencilCompare].
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</member>
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<membername="stencil_flags"type="int"setter="set_stencil_flags"getter="get_stencil_flags"default="0"experimental="May be affected by future rendering pipeline changes.">
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The flags dictating how the stencil operation behaves. See [enum StencilFlags].
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</member>
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<membername="stencil_mode"type="int"setter="set_stencil_mode"getter="get_stencil_mode"enum="BaseMaterial3D.StencilMode"default="0"experimental="May be affected by future rendering pipeline changes.">
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The stencil effect mode. See [enum StencilMode].
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</member>
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<membername="stencil_outline_thickness"type="float"setter="set_stencil_effect_outline_thickness"getter="get_stencil_effect_outline_thickness"default="0.01"experimental="May be affected by future rendering pipeline changes.">
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The outline thickness for [constant STENCIL_MODE_OUTLINE].
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</member>
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<membername="stencil_reference"type="int"setter="set_stencil_reference"getter="get_stencil_reference"default="1"experimental="May be affected by future rendering pipeline changes.">
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The stencil reference value (0-255). Typically a power of 2.
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. Subsurface scattering quality is controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality].
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].
Stencil preset which applies an outline to the object.
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[b]Note:[/b] Requires a [member Material.next_pass] material which will be automatically applied. Any manual changes made to [member Material.next_pass] will be lost when the stencil properties are modified or the scene is reloaded. To safely apply a [member Material.next_pass] material on a material that uses stencil presets, use [member GeometryInstance3D.material_overlay] instead.
Stencil preset which shows a silhouette of the object behind walls.
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[b]Note:[/b] Requires a [member Material.next_pass] material which will be automatically applied. Any manual changes made to [member Material.next_pass] will be lost when the stencil properties are modified or the scene is reloaded. To safely apply a [member Material.next_pass] material on a material that uses stencil presets, use [member GeometryInstance3D.material_overlay] instead.
ERR_PRINT_ED(vformat("Attempting to use a shader %s that reads stencil but is not in the alpha queue. Ensure the material uses alpha blending or has depth_draw disabled or depth_test disabled.", shader_path));
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