godot/doc/classes/SpatialMaterial.xml
2019-04-01 12:33:56 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpatialMaterial" inherits="Material" category="Core" version="3.2">
<brief_description>
Default 3D rendering material.
</brief_description>
<description>
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.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo">
The material's base color.
</member>
<member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy">
The strength of the anisotropy effect.
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Default value: [code]false[/code].
</member>
<member name="anisotropy_flowmap" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], ambient occlusion is enabled.
</member>
<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect">
</member>
<member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="ao_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat">
</member>
<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the material. Default value: [code]false[/code].
</member>
<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
</member>
<member name="clearcoat_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="depth_deep_parallax" type="bool" setter="set_depth_deep_parallax" getter="is_depth_deep_parallax_enabled">
</member>
<member name="depth_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], Depth mapping is enabled. See also [member normal_enabled].
</member>
<member name="depth_flip_binormal" type="bool" setter="set_depth_deep_parallax_flip_binormal" getter="get_depth_deep_parallax_flip_binormal">
</member>
<member name="depth_flip_tangent" type="bool" setter="set_depth_deep_parallax_flip_tangent" getter="get_depth_deep_parallax_flip_tangent">
</member>
<member name="depth_max_layers" type="int" setter="set_depth_deep_parallax_max_layers" getter="get_depth_deep_parallax_max_layers">
</member>
<member name="depth_min_layers" type="int" setter="set_depth_deep_parallax_min_layers" getter="get_depth_deep_parallax_min_layers">
</member>
<member name="depth_scale" type="float" setter="set_depth_scale" getter="get_depth_scale">
</member>
<member name="depth_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="detail_albedo" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="SpatialMaterial.BlendMode">
</member>
<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature">
</member>
<member name="detail_mask" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="detail_normal" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="SpatialMaterial.DetailUV">
</member>
<member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance">
</member>
<member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance">
</member>
<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="SpatialMaterial.DistanceFadeMode">
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission">
The emitted light's color. See [member emission_enabled].
</member>
<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], the body emits light.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy">
The emitted light's strength. See [member emission_enabled].
</member>
<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="SpatialMaterial.EmissionOperator">
</member>
<member name="emission_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="flags_albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], the object receives no ambient light. Default value: [code]false[/code].
</member>
<member name="flags_do_not_receive_shadows" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. Default value: [code]false[/code].
</member>
<member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], the object is rendered at the same size regardless of distance. Default value: [code]false[/code].
</member>
<member name="flags_no_depth_test" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
</member>
<member name="flags_transparent" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], transparency is enabled on the body. Default value: [code]false[/code]. See also [member params_blend_mode].
</member>
<member name="flags_unshaded" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], the object is unaffected by lighting. Default value: [code]false[/code].
</member>
<member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size].
</member>
<member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. Default value: [code]false[/code].
</member>
<member name="flags_world_triplanar" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. Default value: [code]false[/code].
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic">
The reflectivity of the object's surface. The higher the value the more light is reflected.
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular">
General reflectivity amount. Note: 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].
</member>
<member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], normal mapping is enabled.
</member>
<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale">
The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="params_alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
</member>
<member name="params_billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode">
Controls how the object faces the camera. See [enum BillboardMode].
</member>
<member name="params_blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="SpatialMaterial.BlendMode">
The material's blend mode. Note that values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
</member>
<member name="params_cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="SpatialMaterial.CullMode">
Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
</member>
<member name="params_depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="SpatialMaterial.DepthDrawMode">
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent].
</member>
<member name="params_diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="SpatialMaterial.DiffuseMode">
The algorithm used for diffuse light scattering. See [enum DiffuseMode].
</member>
<member name="params_grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled">
If [code]true[/code], enables the vertex grow setting. See [member params_grow_amount].
</member>
<member name="params_grow_amount" type="float" setter="set_grow" getter="get_grow">
Grows object vertices in the direction of their normals.
</member>
<member name="params_line_width" type="float" setter="set_line_width" getter="get_line_width">
</member>
<member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size">
The point size in pixels. See [member flags_use_point_size].
</member>
<member name="params_specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="SpatialMaterial.SpecularMode">
The method for rendering the specular blob. See [enum SpecularMode].
</member>
<member name="params_use_alpha_scissor" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
The number of horizontal frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
If [code]true[/code], particle animations are looped. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
The number of vertical frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode].
</member>
<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance">
</member>
<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled">
If [code]true[/code], the proximity and distance fade effect is enabled. Default value: [code]false[/code].
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. Default value: [code]false[/code].
</member>
<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction">
The strength of the refraction effect.
</member>
<member name="refraction_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="rim" type="float" setter="set_rim" getter="get_rim">
</member>
<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], rim effect is enabled. Default value: [code]false[/code].
</member>
<member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint">
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.
</member>
<member name="roughness" type="float" setter="set_roughness" getter="get_roughness">
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].
</member>
<member name="roughness_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel">
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength">
The strength of the subsurface scattering effect.
</member>
<member name="subsurf_scatter_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="transmission" type="Color" setter="set_transmission" getter="get_transmission">
The color used by the transmission effect. Represents the light passing through an object.
</member>
<member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature">
If [code]true[/code], the transmission effect is enabled. Default value: [code]false[/code].
</member>
<member name="transmission_texture" type="Texture" setter="set_texture" getter="get_texture">
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset">
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale">
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness">
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset">
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale">
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness">
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], the model's vertex colors are processed as sRGB mode. Default value: [code]false[/code].
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], the vertex color is used as albedo color. Default value: [code]false[/code].
</member>
</members>
<constants>
<constant name="TEXTURE_ALBEDO" value="0" enum="TextureParam">
</constant>
<constant name="TEXTURE_METALLIC" value="1" enum="TextureParam">
</constant>
<constant name="TEXTURE_ROUGHNESS" value="2" enum="TextureParam">
</constant>
<constant name="TEXTURE_EMISSION" value="3" enum="TextureParam">
</constant>
<constant name="TEXTURE_NORMAL" value="4" enum="TextureParam">
</constant>
<constant name="TEXTURE_RIM" value="5" enum="TextureParam">
</constant>
<constant name="TEXTURE_CLEARCOAT" value="6" enum="TextureParam">
</constant>
<constant name="TEXTURE_FLOWMAP" value="7" enum="TextureParam">
</constant>
<constant name="TEXTURE_AMBIENT_OCCLUSION" value="8" enum="TextureParam">
</constant>
<constant name="TEXTURE_DEPTH" value="9" enum="TextureParam">
</constant>
<constant name="TEXTURE_SUBSURFACE_SCATTERING" value="10" enum="TextureParam">
</constant>
<constant name="TEXTURE_TRANSMISSION" value="11" enum="TextureParam">
</constant>
<constant name="TEXTURE_REFRACTION" value="12" enum="TextureParam">
</constant>
<constant name="TEXTURE_DETAIL_MASK" value="13" enum="TextureParam">
</constant>
<constant name="TEXTURE_DETAIL_ALBEDO" value="14" enum="TextureParam">
</constant>
<constant name="TEXTURE_DETAIL_NORMAL" value="15" enum="TextureParam">
</constant>
<constant name="TEXTURE_MAX" value="16" enum="TextureParam">
</constant>
<constant name="DETAIL_UV_1" value="0" enum="DetailUV">
</constant>
<constant name="DETAIL_UV_2" value="1" enum="DetailUV">
</constant>
<constant name="FEATURE_TRANSPARENT" value="0" enum="Feature">
</constant>
<constant name="FEATURE_EMISSION" value="1" enum="Feature">
</constant>
<constant name="FEATURE_NORMAL_MAPPING" value="2" enum="Feature">
</constant>
<constant name="FEATURE_RIM" value="3" enum="Feature">
</constant>
<constant name="FEATURE_CLEARCOAT" value="4" enum="Feature">
</constant>
<constant name="FEATURE_ANISOTROPY" value="5" enum="Feature">
</constant>
<constant name="FEATURE_AMBIENT_OCCLUSION" value="6" enum="Feature">
</constant>
<constant name="FEATURE_DEPTH_MAPPING" value="7" enum="Feature">
</constant>
<constant name="FEATURE_SUBSURACE_SCATTERING" value="8" enum="Feature">
</constant>
<constant name="FEATURE_TRANSMISSION" value="9" enum="Feature">
</constant>
<constant name="FEATURE_REFRACTION" value="10" enum="Feature">
</constant>
<constant name="FEATURE_DETAIL" value="11" enum="Feature">
</constant>
<constant name="FEATURE_MAX" value="12" enum="Feature">
</constant>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
Default blend mode.
</constant>
<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
</constant>
<constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
</constant>
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
Default depth draw mode. Depth is drawn only for opaque objects.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
Depth draw is calculated for both opaque and transparent objects.
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
No depth draw.
</constant>
<constant name="DEPTH_DRAW_ALPHA_OPAQUE_PREPASS" value="3" enum="DepthDrawMode">
For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
Default cull mode. The back of the object is culled when not visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
The front of the object is culled when not visible.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
No culling is performed.
</constant>
<constant name="FLAG_UNSHADED" value="0" enum="Flags">
</constant>
<constant name="FLAG_USE_VERTEX_LIGHTING" value="1" enum="Flags">
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="2" enum="Flags">
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="3" enum="Flags">
</constant>
<constant name="FLAG_SRGB_VERTEX_COLOR" value="4" enum="Flags">
</constant>
<constant name="FLAG_USE_POINT_SIZE" value="5" enum="Flags">
</constant>
<constant name="FLAG_FIXED_SIZE" value="6" enum="Flags">
</constant>
<constant name="FLAG_BILLBOARD_KEEP_SCALE" value="7" enum="Flags">
</constant>
<constant name="FLAG_UV1_USE_TRIPLANAR" value="8" enum="Flags">
</constant>
<constant name="FLAG_UV2_USE_TRIPLANAR" value="9" enum="Flags">
</constant>
<constant name="FLAG_AO_ON_UV2" value="11" enum="Flags">
</constant>
<constant name="FLAG_EMISSION_ON_UV2" value="12" enum="Flags">
</constant>
<constant name="FLAG_USE_ALPHA_SCISSOR" value="13" enum="Flags">
</constant>
<constant name="FLAG_TRIPLANAR_USE_WORLD" value="10" enum="Flags">
</constant>
<constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="14" enum="Flags">
</constant>
<constant name="FLAG_DONT_RECEIVE_SHADOWS" value="15" enum="Flags">
</constant>
<constant name="FLAG_DISABLE_AMBIENT_LIGHT" value="17" enum="Flags">
</constant>
<constant name="FLAG_ENSURE_CORRECT_NORMALS" value="16" enum="Flags">
</constant>
<constant name="FLAG_MAX" value="18" enum="Flags">
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
Default diffuse scattering algorithm.
</constant>
<constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode">
Diffuse scattering ignores roughness.
</constant>
<constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode">
Extends Lambert to cover more than 90 degrees when roughness increases.
</constant>
<constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode">
Attempts to use roughness to emulate microsurfacing.
</constant>
<constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode">
Uses a hard cut for lighting, with smoothing affected by roughness.
</constant>
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
Default specular blob.
</constant>
<constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
Toon blob which changes size based on roughness.
</constant>
<constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
Default value.
</constant>
<constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode">
The object's z-axis will always face the camera.
</constant>
<constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode">
The object's x-axis will always face the camera.
</constant>
<constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode">
Used for particle systems. Enables particle animation options.
</constant>
<constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_GREEN" value="1" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_BLUE" value="2" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_ALPHA" value="3" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel">
</constant>
<constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator">
</constant>
<constant name="EMISSION_OP_MULTIPLY" value="1" enum="EmissionOperator">
</constant>
<constant name="DISTANCE_FADE_DISABLED" value="0" enum="DistanceFadeMode">
</constant>
<constant name="DISTANCE_FADE_PIXEL_ALPHA" value="1" enum="DistanceFadeMode">
</constant>
<constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode">
</constant>
<constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode">
</constant>
</constants>
</class>