RENDER_PRIORITY_MAX:null = 127
Maximum value for the render_priority parameter.
RENDER_PRIORITY_MIN:null = -128
Minimum value for the render_priority parameter.
set getMaterial next_pass<>():Material set get
Sets the Material to be used for the next pass. This renders the object again using a different material.
Note:next_pass materials are not necessarily drawn immediately after the source Material. Draw order is determined by material properties, render_priority, and distance to camera. Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".
set getint render_priority<>():int set get
Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with render_priority1 will render on top of all objects with render_priority0.
Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial". Note: This will not impact how transparent objects are sorted relative to opaque objects or how dynamic meshes will be sorted relative to other opaque meshes. This is because all transparent objects are drawn after all opaque objects and all dynamic opaque meshes are drawn before other opaque meshes.
bool _can_do_next_pass<>():bool
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if next_pass should be shown in the editor or not.
bool _can_use_render_priority<>():bool
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if render_priority should be shown in the editor or not.
int _get_shader_mode<>():int
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools.
RID _get_shader_rid<>():RID
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools. Used to access the RID of the Material's Shader.
Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also [method Shader.inspect_native_shader_code].
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