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authorRĂ©mi Verschelde <remi@verschelde.fr>2023-05-12 15:08:03 +0200
committerGitHub <noreply@github.com>2023-05-12 15:08:03 +0200
commit2ac4e3bb30517998916bb6b81b7b76788276038c (patch)
tree245bf4614ff38f3b0fcac813c1dde8c39b57732d /doc/classes/BaseMaterial3D.xml
parentfdf66b3472e5ca254a4f90c32f26c4702d46828b (diff)
parentfa8b32cbd4503e73a840bd1a1dd32d2a88cc3f45 (diff)
Merge pull request #76998 from akien-mga/4.0-cherrypicks
Cherry-picks for the 4.0 branch (future 4.0.3) - 4th batch
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r--doc/classes/BaseMaterial3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 1d95152103..c42b796fc3 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -356,13 +356,13 @@
[b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead.
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
+ If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. Subsurface scattering quality is controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality].
</member>
<member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering.
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0">
- The strength of the subsurface scattering effect.
+ The strength of the subsurface scattering effect. The depth of the effect is also controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale], which is set globally.
</member>
<member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].