Class GeometryInstance3D
Base node for geometry-based visual instances.
- Inheritance
-
GeometryInstance3D
- Derived
Remarks
Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials.
See Also
Properties
cast_shadow
The selected shadow casting flag. See ShadowCastingSetting for possible values.
var cast_shadow : int = 1
Property Value
Remarks
custom_aabb
Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive AABB recalculation that happens when a skeleton is used with a MeshInstance3D or to have precise control over the MeshInstance3D's bounding box. To use the default AABB, set value to an AABB with all fields set to 0.0
. To avoid frustum culling, set custom_aabb to a very large AABB that covers your entire game world such as AABB(-10000, -10000, -10000, 20000, 20000, 20000)
. To disable all forms of culling (including occlusion culling), call RenderingServer.instance_set_ignore_culling on the GeometryInstance3D's RID.
var custom_aabb : AABB = AABB(0, 0, 0, 0, 0, 0)
Property Value
Remarks
extra_cull_margin
The extra distance added to the GeometryInstance3D's bounding box (AABB) to increase its cull box.
var extra_cull_margin : float = 0.0
Property Value
Remarks
gi_lightmap_scale
The texel density to use for lightmapping in LightmapGI.
var gi_lightmap_scale : int = 0
Property Value
Remarks
gi_lightmap_texel_scale
The texel density to use for lightmapping in LightmapGI. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
For example, doubling gi_lightmap_texel_scale doubles the lightmap texture resolution for this object on each axis, so it will quadruple the texel count.
var gi_lightmap_texel_scale : float = 1.0
Property Value
Remarks
gi_mode
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
Note: Lights' bake mode will also affect the global illumination rendering. See light_bake_mode.
var gi_mode : int = 1
Property Value
Remarks
ignore_occlusion_culling
If true
, disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
Note: ignore_occlusion_culling does not affect frustum culling (which is what happens when an object is not visible given the camera's angle). To avoid frustum culling, set custom_aabb to a very large AABB that covers your entire game world such as AABB(-10000, -10000, -10000, 20000, 20000, 20000)
.
var ignore_occlusion_culling : bool = false
Property Value
Remarks
lod_bias
Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
Useful for testing level of detail transitions in the editor.
var lod_bias : float = 1.0
Property Value
Remarks
material_overlay
The material overlay for the whole geometry.
If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces.
var material_overlay : Material
Property Value
Remarks
material_override
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
var material_override : Material
Property Value
Remarks
transparency
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). 0.0
is fully opaque, while 1.0
is fully transparent. Values greater than 0.0
(exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting transparency to a value greater than 0.0
(exclusive) will not disable shadow rendering.
In spatial shaders, 1.0 - transparency
is set as the default value of the ALPHA
built-in.
Note: transparency is clamped between 0.0
and 1.0
, so this property cannot be used to make transparent materials more opaque than they originally are.
Note: Only supported when using the Forward+ rendering method. When using the Mobile or Compatibility rendering method, transparency is ignored and is considered as always being 0.0
.
var transparency : float = 0.0
Property Value
Remarks
visibility_range_begin
Starting distance from which the GeometryInstance3D will be visible, taking visibility_range_begin_margin into account as well. The default value of 0 is used to disable the range check.
var visibility_range_begin : float = 0.0
Property Value
Remarks
visibility_range_begin_margin
Margin for the visibility_range_begin threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the visibility_range_begin threshold by this amount.
If visibility_range_fade_mode is GeometryInstance3D.VISIBILITY_RANGE_FADE_DISABLED, this acts as a hysteresis distance. If visibility_range_fade_mode is GeometryInstance3D.VISIBILITY_RANGE_FADE_SELF or GeometryInstance3D.VISIBILITY_RANGE_FADE_DEPENDENCIES, this acts as a fade transition distance and must be set to a value greater than 0.0
for the effect to be noticeable.
var visibility_range_begin_margin : float = 0.0
Property Value
Remarks
visibility_range_end
Distance from which the GeometryInstance3D will be hidden, taking visibility_range_end_margin into account as well. The default value of 0 is used to disable the range check.
var visibility_range_end : float = 0.0
Property Value
Remarks
visibility_range_end_margin
Margin for the visibility_range_end threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the visibility_range_end threshold by this amount.
If visibility_range_fade_mode is GeometryInstance3D.VISIBILITY_RANGE_FADE_DISABLED, this acts as a hysteresis distance. If visibility_range_fade_mode is GeometryInstance3D.VISIBILITY_RANGE_FADE_SELF or GeometryInstance3D.VISIBILITY_RANGE_FADE_DEPENDENCIES, this acts as a fade transition distance and must be set to a value greater than 0.0
for the effect to be noticeable.
var visibility_range_end_margin : float = 0.0
Property Value
Remarks
visibility_range_fade_mode
Controls which instances will be faded when approaching the limits of the visibility range. See VisibilityRangeFadeMode for possible values.
var visibility_range_fade_mode : int = 0
Property Value
Remarks
Methods
get_instance_shader_parameter(StringName)
Qualifiers: const
Get the value of a shader parameter as set on this instance.
Variant get_instance_shader_parameter(StringName name)
Parameters
name
StringName
set_instance_shader_parameter(StringName, Variant)
Set the value of a shader uniform for this instance only (per-instance uniform). See also ShaderMaterial.set_shader_parameter to assign a uniform on all instances using the same ShaderMaterial.
Note: For a shader uniform to be assignable on a per-instance basis, it must be defined with instance uniform ...
rather than uniform ...
in the shader code.
Note: name
is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).
Note: Per-instance shader uniforms are only available in Spatial and CanvasItem shaders, but not for Fog, Sky, or Particles shaders.
void set_instance_shader_parameter(StringName name, Variant value)
Parameters
name
StringNamevalue
Variant