Class reference
SpriteBase3D
Inherits GeometryInstance3D
2D sprite node in 3D environment.
Description
A node that displays 2D texture information in a 3D environment. See also Sprite3D where many other properties are defined.
Properties
float alpha_antialiasing_edge = 0.0
float alpha_antialiasing_edge = 0.0Threshold at which antialiasing will be applied on the alpha channel.
int alpha_antialiasing_mode = 0
int alpha_antialiasing_mode = 0The type of alpha antialiasing to apply.
int alpha_cut = 0
int alpha_cut = 0The alpha cutting mode to use for the sprite.
float alpha_hash_scale = 1.0
float alpha_hash_scale = 1.0The hashing scale for Alpha Hash. Recommended values between 0 and 2.
float alpha_scissor_threshold = 0.5
float alpha_scissor_threshold = 0.5Threshold at which the alpha scissor will discard values.
int axis = 2
int axis = 2The direction in which the front of the texture faces.
int billboard = 0
int billboard = 0The billboard mode to use for the sprite. Note: When billboarding is enabled and the material also casts shadows, billboards will face the camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See GitHub Pull Request #72638 for details.
bool centered = true
bool centered = trueIf true, texture will be centered.
bool double_sided = true
bool double_sided = trueIf true, texture can be seen from the back as well, if false, it is invisible when looking at it from behind.
bool fixed_size = false
bool fixed_size = falseIf true, the texture is rendered at the same size regardless of distance. The texture's size on screen is the same as if the camera was 1.0 units away from the texture's origin, regardless of the actual distance from the camera. The Camera3D's field of view (or Camera3D.size when in orthogonal/frustum mode) still affects the size the sprite is drawn at.
bool flip_h = false
bool flip_h = falseIf true, texture is flipped horizontally.
bool flip_v = false
bool flip_v = falseIf true, texture is flipped vertically.
Color modulate = Color(1, 1, 1, 1)
Color modulate = Color(1, 1, 1, 1)A color value used to multiply the texture's colors. Can be used for mood-coloring or to simulate the color of ambient light. Note: Unlike CanvasItem.modulate for 2D, colors with values above 1.0 (overbright) are not supported. Note: If a GeometryInstance3D.material_override is defined on the SpriteBase3D, the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in modulate will be ignored. For a BaseMaterial3D, BaseMaterial3D.vertex_color_use_as_albedo must be true. For a ShaderMaterial, ALBEDO *= COLOR.rgb; must be inserted in the shader's fragment() function.
bool no_depth_test = false
bool no_depth_test = falseIf true, depth testing is disabled and the object will be drawn in render order.
Vector2 offset = Vector2(0, 0)
Vector2 offset = Vector2(0, 0)The texture's drawing offset. Note: When you increase offset.y in Sprite3D, the sprite moves upward in world space (i.e., +Y is up).
float pixel_size = 0.01
float pixel_size = 0.01The size of one pixel's width on the sprite to scale it in 3D.
int render_priority = 0
int render_priority = 0Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects. Note: This only applies if alpha_cut is set to ALPHA_CUT_DISABLED (default value). Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
bool shaded = false
bool shaded = falseIf true, the Light3D in the Environment has effects on the sprite.
int texture_filter = 3
int texture_filter = 3Filter flags for the texture. Note: Linear filtering may cause artifacts around the edges, which are especially noticeable on opaque textures. To prevent this, use textures with transparent or identical colors around the edges.
bool transparent = true
bool transparent = trueIf true, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
Methods
TriangleMesh generate_triangle_mesh() const
TriangleMesh generate_triangle_mesh() constReturns a TriangleMesh with the sprite's vertices following its current configuration (such as its axis and pixel_size).
bool get_draw_flag(int flag) const
bool get_draw_flag(int flag) constReturns the value of the specified flag.
Rect2 get_item_rect() const
Rect2 get_item_rect() constReturns the rectangle representing this sprite.
void set_draw_flag(int flag, bool enabled)
int flag, bool enabled)If true, the specified flag will be enabled.
Constants
FLAG_TRANSPARENT = 0
If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.
FLAG_SHADED = 1
If set, lights in the environment affect the sprite.
FLAG_DOUBLE_SIDED = 2
If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind.
FLAG_DISABLE_DEPTH_TEST = 3
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.
FLAG_FIXED_SIZE = 4
Label is scaled by depth so that it always appears the same size on screen.
FLAG_MAX = 5
Represents the size of the DrawFlags enum.
ALPHA_CUT_DISABLED = 0
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
ALPHA_CUT_DISCARD = 1
This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as alpha testing or 1-bit transparency.
ALPHA_CUT_OPAQUE_PREPASS = 2
This mode draws fully opaque pixels in the depth prepass. This is slower than ALPHA_CUT_DISABLED or ALPHA_CUT_DISCARD, but it allows displaying translucent areas and smooth edges while using proper sorting.
ALPHA_CUT_HASH = 3
This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.