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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-04-29 13:36:40 +0200
committerGitHub <noreply@github.com>2021-04-29 13:36:40 +0200
commit28f56e2cbf03a164741f2eade17f9515f887482c (patch)
tree9ac930bd2d2b33a50d7a471b58b19edc31da7914 /doc/classes
parentcab5064f2084c49bd7d8064ae941a40da9986da2 (diff)
parent126ea92a6444276d79887b6ced740ca6ea17b0f4 (diff)
Merge pull request #48272 from Calinou/doc-standardmaterial3d-rim-unshaded
Document that clearcoat/rim lighting is not visible on unshaded materials
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/BaseMaterial3D.xml2
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index c87398ac8f..fa9068e2ad 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -142,6 +142,7 @@
</member>
<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
+ [b]Note:[/b] Clearcoat rendering is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
</member>
<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss" default="0.5">
Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
@@ -304,6 +305,7 @@
</member>
<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.
+ [b]Note:[/b] Rim lighting is not visible if the material's [member shading_mode] is [constant SHADING_MODE_UNSHADED].
</member>
<member name="rim_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].