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This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

WorldScape3DTextureAsset

Inherits: WorldScape3DAssetResource < Resource < RefCounted < Object

Description

A set of texture files and settings that gets added to a WorldScape3DAssets resource. Textures must be prepared.

Properties

Color

albedo_color

Color(1, 1, 1, 1)

Texture2D

albedo_texture

float

ao_strength

0.5

float

detiling_rotation

0.0

float

detiling_shift

0.0

int

id

0

String

name

""

float

normal_depth

0.5

Texture2D

normal_texture

float

roughness

0.0

float

uv_scale

0.1

Methods

void

clear()


Signals

file_changed() 🔗

Emitted when albedo_texture or normal_texture are changed.


id_changed(type: int, old_id: int, new_id: int) 🔗

Emitted when id is changed.


setting_changed() 🔗

Emitted when any setting is changed, other than id, albedo_texture, or normal_texture.


Property Descriptions

Color albedo_color = Color(1, 1, 1, 1) 🔗

  • void set_albedo_color(value: Color)

  • Color get_albedo_color()

This color is multiplied by the albedo texture in the shader.


Texture2D albedo_texture 🔗

The texture file with albedo on RGB and height on A.


float ao_strength = 0.5 🔗

  • void set_ao_strength(value: float)

  • float get_ao_strength()

The shader generates AO based on the height texture, based on this strength value.


float detiling_rotation = 0.0 🔗

  • void set_detiling_rotation(value: float)

  • float get_detiling_rotation()

The shader rotates UV lookups in a detiling pattern based on this value.


float detiling_shift = 0.0 🔗

  • void set_detiling_shift(value: float)

  • float get_detiling_shift()

The shader laterally shifts UV lookups in a detiling pattern based on this value.


int id = 0 🔗

  • void set_id(value: int)

  • int get_id()

The user settable ID of the texture, between 0 and 31. You can change this to reorder textures in the list, however it won't change the ID painted on the terrain.


String name = "" 🔗

A user specified name for this texture set.


float normal_depth = 0.5 🔗

  • void set_normal_depth(value: float)

  • float get_normal_depth()

Increases or decreases the strength of the normal texture.


Texture2D normal_texture 🔗

The texture file with normal on RGB and roughness on A.


float roughness = 0.0 🔗

  • void set_roughness(value: float)

  • float get_roughness()

Increases or decreases the roughness texture values.


float uv_scale = 0.1 🔗

  • void set_uv_scale(value: float)

  • float get_uv_scale()

The scale of the textures.


Method Descriptions

void clear() 🔗

Clears the texture files and settings.