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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-29 15:52:07 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-29 16:07:21 +0100
commit4868331897c4215675deb96ee3e64ceca79a2024 (patch)
treebb0b6f8fd8f5e16386458d83caa2622168af5cd2
parent2771bced6bf76ac36ca09685ffe98b5f71a622fd (diff)
Document using SpriteBase3D's `modulate` property with material override
-rw-r--r--doc/classes/SpriteBase3D.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index b723c9f4d4..32abd1caea 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -60,7 +60,8 @@
If [code]true[/code], texture is flipped vertically.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
- A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
+ A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light.
+ [b]Note:[/b] If a [member 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 [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The texture's drawing offset.