diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index b49ee4c774f5..b348556dac67 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -360,6 +360,7 @@ A lower number blends the texture more softly while a higher number blends the texture more sharply. + [b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh. How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. @@ -372,6 +373,7 @@ A lower number blends the texture more softly while a higher number blends the texture more sharply. + [b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh. If [code]true[/code], the model's vertex colors are processed as sRGB mode. diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index e0b51367e0ed..61235c775401 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -1519,8 +1519,9 @@ Vector3 SpatialMaterial::get_uv1_offset() const { } void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) { - uv1_triplanar_sharpness = p_sharpness; - VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness); + // Negative values or values higher than 150 can result in NaNs, leading to broken rendering. + uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0); + VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness); } float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const { @@ -1546,8 +1547,9 @@ Vector3 SpatialMaterial::get_uv2_offset() const { } void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) { - uv2_triplanar_sharpness = p_sharpness; - VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness); + // Negative values or values higher than 150 can result in NaNs, leading to broken rendering. + uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0); + VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness); } float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {