Default 3D rendering material. This provides 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. https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html The material's base color. The strength of the anisotropy effect. If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. If [code]true[/code], ambient occlusion is enabled. If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the material. If [code]true[/code], depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also [member normal_enabled]. The emitted light's color. See [member emission_enabled]. If [code]true[/code], the body emits light. The emitted light's strength. See [member emission_enabled]. If [code]true[/code], the object receives no ambient light. If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. If [code]true[/code], the object is rendered at the same size regardless of distance. If [code]true[/code], depth testing is disabled and the object will be drawn in render order. If [code]true[/code], transparency is enabled on the body. See also [member params_blend_mode]. If [code]true[/code], the object is unaffected by lighting. If [code]true[/code], render point size can be changed. [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size]. If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. The reflectivity of the object's surface. The higher the value, the more light is reflected. General reflectivity amount. [b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. If [code]true[/code], normal mapping is enabled. The strength of the normal map's effect. Controls how the object faces the camera. See [enum BillboardMode]. The material's blend mode. [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. Which side of the object is not drawn when backfaces are rendered. See [enum CullMode]. Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent]. The algorithm used for diffuse light scattering. See [enum DiffuseMode]. If [code]true[/code], enables the vertex grow setting. See [member params_grow_amount]. Grows object vertices in the direction of their normals. The point size in pixels. See [member flags_use_point_size]. The method for rendering the specular blob. See [enum SpecularMode]. The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]. If [code]true[/code], particle animations are looped. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]. The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]. If [code]true[/code], the proximity and distance fade effect is enabled. If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. The strength of the refraction effect. If [code]true[/code], rim effect is enabled. The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. The strength of the subsurface scattering effect. The color used by the transmission effect. Represents the light passing through an object. If [code]true[/code], the transmission effect is enabled. If [code]true[/code], the model's vertex colors are processed as sRGB mode. If [code]true[/code], the vertex color is used as albedo color. Represents the size of the [enum TextureParam] enum. Represents the size of the [enum Feature] enum. Default blend mode. Default depth draw mode. Depth is drawn only for opaque objects. Depth draw is calculated for both opaque and transparent objects. No depth draw. For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn. Default cull mode. The back of the object is culled when not visible. The front of the object is culled when not visible. No culling is performed. Represents the size of the [enum Flags] enum. Default diffuse scattering algorithm. Diffuse scattering ignores roughness. Extends Lambert to cover more than 90 degrees when roughness increases. Attempts to use roughness to emulate microsurfacing. Uses a hard cut for lighting, with smoothing affected by roughness. Default specular blob. Older specular algorithm, included for compatibility. Older specular algorithm, included for compatibility. Toon blob which changes size based on roughness. No specular blob. Billboard mode is disabled. The object's Z axis will always face the camera. The object's X axis will always face the camera. Used for particle systems. Enables particle animation options.