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Add specular occlusion from ambient light
Co-authored-by: guerro323 <kaltobattle@gmail.com>
This commit is contained in:
parent
1a1cc0f7b0
commit
56730d0cb2
17 changed files with 72 additions and 6 deletions
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@ -873,7 +873,9 @@ void BaseMaterial3D::_update_shader() {
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if (flags[FLAG_DISABLE_FOG]) {
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code += ", fog_disabled";
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}
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if (flags[FLAG_DISABLE_SPECULAR_OCCLUSION]) {
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code += ", specular_occlusion_disabled";
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}
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if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
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code += ", depth_prepass_alpha";
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}
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@ -3208,6 +3210,7 @@ void BaseMaterial3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_fog"), "set_flag", "get_flag", FLAG_DISABLE_FOG);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_specular_occlusion"), "set_flag", "get_flag", FLAG_DISABLE_SPECULAR_OCCLUSION);
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ADD_GROUP("Vertex Color", "vertex_color");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
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@ -3466,6 +3469,7 @@ void BaseMaterial3D::_bind_methods() {
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BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
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BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
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BIND_ENUM_CONSTANT(FLAG_DISABLE_FOG);
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BIND_ENUM_CONSTANT(FLAG_DISABLE_SPECULAR_OCCLUSION);
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BIND_ENUM_CONSTANT(FLAG_MAX);
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BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
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