godot/doc/classes/SpatialMaterial.xml
Rémi Verschelde 542489a866 DocData: Re-expose parametric setters and getters
Setters and getters have been hidden from the documentation when the matching
properties have been exposed, but some of them are parametric and require the
name or index of a given parameter to be used. So they need to be properly
documented with the type and name of the arguments they take.

For example, CPUParticles' `set_param(Parameter param, float value)`.
2019-07-04 14:08:16 +02:00

525 lines
27 KiB
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>
<methods>
<method name="get_feature" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
</argument>
<description>
</description>
</method>
<method name="get_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="SpatialMaterial.Flags">
</argument>
<description>
</description>
</method>
<method name="get_texture" qualifiers="const">
<return type="Texture">
</return>
<argument index="0" name="param" type="int" enum="SpatialMaterial.TextureParam">
</argument>
<description>
</description>
</method>
<method name="set_feature">
<return type="void">
</return>
<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_flag">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="SpatialMaterial.Flags">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_texture">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="SpatialMaterial.TextureParam">
</argument>
<argument index="1" name="texture" type="Texture">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color( 1, 1, 1, 1 )">
The material's base color.
</member>
<member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture" default="null">
</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" default="false">
If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space.
</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" default="false">
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" default="false">
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the material.
</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" default="false">
If [code]true[/code], depth mapping is enabled (also called "parallax mapping" or "height mapping"). 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" default="false">
</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" default="0">
</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" default="false">
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" default="false">
</member>
<member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object receives no ambient light.
</member>
<member name="flags_do_not_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
</member>
<member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object is rendered at the same size regardless of distance.
</member>
<member name="flags_no_depth_test" type="bool" setter="set_flag" getter="get_flag" default="false">
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" default="false">
If [code]true[/code], transparency is enabled on the body. See also [member params_blend_mode].
</member>
<member name="flags_unshaded" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object is unaffected by lighting.
</member>
<member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
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].
</member>
<member name="flags_use_shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices.
</member>
<member name="flags_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
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" default="0.5">
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].
</member>
<member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture" default="null">
</member>
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel" default="2">
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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" default="false">
</member>
<member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode" default="0">
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" default="0">
The material's blend mode.
[b]Note:[/b] 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" default="0">
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" default="0">
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" default="0">
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" default="false">
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" default="1.0">
</member>
<member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0">
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" default="0">
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" default="false">
</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 sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. 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 [constant BILLBOARD_PARTICLES]. 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 sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. 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" default="false">
If [code]true[/code], the proximity and distance fade effect is enabled.
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object.
</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" default="false">
If [code]true[/code], rim effect is enabled.
</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" default="1.0">
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" default="null">
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel" default="1">
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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" default="false">
If [code]true[/code], the transmission effect is enabled.
</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" default="Vector3( 0, 0, 0 )">
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )">
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0">
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )">
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )">
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0">
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the model's vertex colors are processed as sRGB mode.
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the vertex color is used as albedo color.
</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">
Represents the size of the [enum TextureParam] enum.
</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">
Represents the size of the [enum Feature] enum.
</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_USE_SHADOW_TO_OPACITY" value="18" enum="Flags">
</constant>
<constant name="FLAG_MAX" value="19" enum="Flags">
Represents the size of the [enum Flags] enum.
</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">
Billboard mode is disabled.
</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>