Enum SpatialMaterial.Flags

enum Flags : int { ... }

Enum members

NameDescription
flagAlbedoFromVertexColor Set ALBEDO to the per-vertex color specified in the mesh.
flagAlbedoTextureForceSrgb Forces the shader to convert albedo from sRGB space to linear space.
flagAoOnUv2 Use UV2 coordinates to look up from the aoTexture.
flagBillboardKeepScale Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when paramsBillboardMode is constant BILLBOARD_ENABLED.
flagDisableAmbientLight Disables receiving ambient light.
flagDisableDepthTest Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
flagDontReceiveShadows Disables receiving shadows from other objects.
flagEmissionOnUv2 Use UV2 coordinates to look up from the emissionTexture.
flagEnsureCorrectNormals Ensures that normals appear correct, even with non-uniform scaling.
flagFixedSize Object is scaled by depth so that it always appears the same size on screen.
flagMax Represents the size of the flags enum.
flagSrgbVertexColor Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.
flagTriplanarUseWorld Use world coordinates in the triplanar texture lookup instead of local coordinates.
flagUnshaded No lighting is used on the object. Color comes directly from ALBEDO.
flagUseAlphaScissor Use alpha scissor. Set by paramsUseAlphaScissor.
flagUsePointSize Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use POINT_COORD instead of UV.
flagUseShadowToOpacity Enables the shadow to opacity feature.
flagUseVertexLighting Lighting is calculated per-vertex rather than per-pixel. This can be used to increase the speed of the shader at the cost of quality.
flagUv1UseTriplanar Use triplanar texture lookup for all texture lookups that would normally use UV.
flagUv2UseTriplanar Use triplanar texture lookup for all texture lookups that would normally use UV2.