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SpriteBase3D ​

Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

Inherited By: AnimatedSprite3D, Sprite3D

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

AlphaAntiAliasing

alpha_antialiasing_mode

0

AlphaCutMode

alpha_cut

0

float

alpha_hash_scale

1.0

float

alpha_scissor_threshold

0.5

Vector3.Axis

axis

2

BillboardMode

billboard

0

bool

centered

true

bool

double_sided

true

bool

fixed_size

false

bool

flip_h

false

bool

flip_v

false

Color

modulate

Color(1, 1, 1, 1)

bool

no_depth_test

false

Vector2

offset

Vector2(0, 0)

float

pixel_size

0.01

int

render_priority

0

bool

shaded

false

TextureFilter

texture_filter

3

bool

transparent

true

Methods

TriangleMesh

generate_triangle_mesh() const

bool

get_draw_flag(flag: DrawFlags) const

Rect2

get_item_rect() const

void

set_draw_flag(flag: DrawFlags, enabled: bool)


Enumerations

enum DrawFlags: 🔗

DrawFlags FLAG_TRANSPARENT = 0

If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.

DrawFlags FLAG_SHADED = 1

If set, lights in the environment affect the sprite.

DrawFlags 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.

DrawFlags 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.

DrawFlags FLAG_FIXED_SIZE = 4

Label is scaled by depth so that it always appears the same size on screen.

DrawFlags FLAG_MAX = 5

Represents the size of the DrawFlags enum.


enum AlphaCutMode: 🔗

AlphaCutMode 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.

AlphaCutMode 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.

AlphaCutMode 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.

AlphaCutMode ALPHA_CUT_HASH = 3

This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.


Property Descriptions

float alpha_antialiasing_edge = 0.0 🔗

  • void set_alpha_antialiasing_edge(value: float)

  • float get_alpha_antialiasing_edge()

Threshold at which antialiasing will be applied on the alpha channel.


AlphaAntiAliasing alpha_antialiasing_mode = 0 🔗

The type of alpha antialiasing to apply. See AlphaAntiAliasing.


AlphaCutMode alpha_cut = 0 🔗

The alpha cutting mode to use for the sprite. See AlphaCutMode for possible values.


float alpha_hash_scale = 1.0 🔗

  • void set_alpha_hash_scale(value: float)

  • float get_alpha_hash_scale()

The hashing scale for Alpha Hash. Recommended values between 0 and 2.


float alpha_scissor_threshold = 0.5 🔗

  • void set_alpha_scissor_threshold(value: float)

  • float get_alpha_scissor_threshold()

Threshold at which the alpha scissor will discard values.


Vector3.Axis axis = 2 🔗

  • void set_axis(value: Vector3.Axis)

  • Vector3.Axis get_axis()

The direction in which the front of the texture faces.


BillboardMode billboard = 0 🔗

The billboard mode to use for the sprite. See BillboardMode for possible values.

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 🔗

  • void set_centered(value: bool)

  • bool is_centered()

If true, texture will be centered.


bool double_sided = true 🔗

If 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 🔗

If true, the label is rendered at the same size regardless of distance.


bool flip_h = false 🔗

  • void set_flip_h(value: bool)

  • bool is_flipped_h()

If true, texture is flipped horizontally.


bool flip_v = false 🔗

  • void set_flip_v(value: bool)

  • bool is_flipped_v()

If true, texture is flipped vertically.


Color modulate = Color(1, 1, 1, 1) 🔗

  • void set_modulate(value: Color)

  • Color get_modulate()

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 🔗

If true, depth testing is disabled and the object will be drawn in render order.


Vector2 offset = Vector2(0, 0) 🔗

The texture's drawing offset.


float pixel_size = 0.01 🔗

  • void set_pixel_size(value: float)

  • float get_pixel_size()

The size of one pixel's width on the sprite to scale it in 3D.


int render_priority = 0 🔗

  • void set_render_priority(value: int)

  • int get_render_priority()

Sets 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 🔗

If true, the Light3D in the Environment has effects on the sprite.


TextureFilter texture_filter = 3 🔗

Filter flags for the texture. See TextureFilter for options.

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 🔗

If true, the texture's transparency and the opacity are used to make those parts of the sprite invisible.


Method Descriptions

TriangleMesh generate_triangle_mesh() const 🔗

Returns a TriangleMesh with the sprite's vertices following its current configuration (such as its axis and pixel_size).


bool get_draw_flag(flag: DrawFlags) const 🔗

Returns the value of the specified flag.


Rect2 get_item_rect() const 🔗

Returns the rectangle representing this sprite.


void set_draw_flag(flag: DrawFlags, enabled: bool) 🔗

If true, the specified flag will be enabled. See DrawFlags for a list of flags.