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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-05 08:31:35 +0200
committerGitHub <noreply@github.com>2022-07-05 08:31:35 +0200
commit6bcb5ec56fb6ae44a5756a697f0666bd745bb603 (patch)
tree76de25a55eb36a70a4bdfd4226ba96fb18396dd9 /doc
parent100d2237361004bd053aaf1b6d63ad3068d6272e (diff)
parentfa799ec2c680db68d3d6b0dcfdb7c40b5f41240d (diff)
Merge pull request #62720 from Calinou/doc-decal-projector-filter
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Decal.xml4
-rw-r--r--doc/classes/Light3D.xml1
2 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index c38e1d1499..861b4b480c 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -89,15 +89,19 @@
</member>
<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_emission" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3">
Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 4d8fd63257..0ebd83c882 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -73,6 +73,7 @@
</member>
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.