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Mention per-vertex shading is currently unimplemented in Standard Material 3D
This also removes an outdated mention of Oren-Nayar diffuse mode, which no longer exists since 4.0.
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@@ -244,46 +244,49 @@ Shading
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Shading mode
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~~~~~~~~~~~~
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Godot has a more or less uniform cost per pixel thanks to depth pre-pass. All
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lighting calculations are made by running the lighting shader on every pixel.
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Godot has a more or less uniform cost per pixel thanks to the depth pre-pass.
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All lighting calculations are made by running the lighting shader on every
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pixel.
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As these calculations are costly, performance can be brought down considerably
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in some corner cases such as drawing several layers of transparency (which is
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common in particle systems). Switching to per-vertex lighting may help in these
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cases.
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common in particle systems). Switching to the **Unshaded** shading mode may help improve
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performance in these cases, especially when the camera is close to particles.
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Additionally, on low-end or mobile devices, switching to vertex lighting
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Additionally, on low-end or mobile devices, switching to unshaded rendering
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can considerably increase rendering performance.
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.. image:: img/spatial_material2.png
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Keep in mind that when vertex lighting is enabled, only directional lighting
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can produce shadows (for performance reasons).
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However, in some cases you might want to show just the albedo (color) and
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ignore the rest. To do this you can set the shading mode to unshaded
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.. image:: img/spatial_material26.png
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Keep in mind that when unshaded rendering is enabled, lights will not affect the
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material at all.
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.. note::
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**Per-Vertex** shading is listed as an option in the shading mode property.
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However, per-vertex shading is currently unimplemented and will act
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identical to per-pixel shading.
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Support for per-vertex shading is planned to be reimplemented in a future
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Godot release.
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Diffuse Mode
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~~~~~~~~~~~~
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Specifies the algorithm used by diffuse scattering of light when hitting
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the object. The default is *Burley*. Other modes are also available:
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the object. The default is **Burley**. Other modes are also available:
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* **Burley:** Default mode, the original Disney Principled PBS diffuse algorithm.
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* **Lambert:** Is not affected by roughness.
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* **Lambert Wrap:** Extends Lambert to cover more than 90 degrees when
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roughness increases. Works great for hair and simulating cheap
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subsurface scattering. This implementation is energy conserving.
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* **Oren Nayar:** This implementation aims to take microsurfacing into account
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(via roughness). Works well for clay-like materials and some types of cloth.
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* **Toon:** Provides a hard cut for lighting, with smoothing affected by roughness.
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It is recommended you disable sky contribution from your environment's
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ambient light settings or disable ambient light in the StandardMaterial3D
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to achieve a better effect.
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.. image:: img/spatial_material6.png
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.. image:: img/spatial_material6.webp
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Specular Mode
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~~~~~~~~~~~~~
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