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-rw-r--r--doc/classes/BaseMaterial3D.xml32
1 files changed, 28 insertions, 4 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 0cb0b7e57e..31e6ea5e54 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -81,6 +81,15 @@
<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
</member>
+ <member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge">
+ Threshold at which antialiasing will by applied on the alpha channel.
+ </member>
+ <member name="alpha_antialiasing_mode" type="int" setter="set_alpha_antialiasing" getter="get_alpha_antialiasing" enum="BaseMaterial3D.AlphaAntiAliasing">
+ The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing].
+ </member>
+ <member name="alpha_hash_scale" type="float" setter="set_alpha_hash_scale" getter="get_alpha_hash_scale">
+ The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code].
+ </member>
<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
Threshold at which the alpha scissor will discard values.
</member>
@@ -122,6 +131,7 @@
</member>
<member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
Controls how the object faces the camera. See [enum BillboardMode].
+ [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details.
</member>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
The material's blend mode.
@@ -174,10 +184,12 @@
If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
</member>
<member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance">
- Distance at which the object fades fully and is no longer visible.
+ Distance at which the object appears fully opaque.
+ [b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code].
</member>
<member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance">
- Distance at which the object starts to fade. If the object is less than this distance away it will appear normal.
+ Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.
+ [b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code].
</member>
<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0">
Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s.
@@ -483,10 +495,13 @@
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
The material will cut off all values below a threshold, the rest will remain opaque.
</constant>
- <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="3" enum="Transparency">
+ <constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
+ The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
+ </constant>
+ <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass.
</constant>
- <constant name="TRANSPARENCY_MAX" value="4" enum="Transparency">
+ <constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.
</constant>
<constant name="SHADING_MODE_UNSHADED" value="0" enum="ShadingMode">
@@ -552,6 +567,15 @@
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
The color of the object is multiplied by the background.
</constant>
+ <constant name="ALPHA_ANTIALIASING_OFF" value="0" enum="AlphaAntiAliasing">
+ Disables Alpha AntiAliasing for the material.
+ </constant>
+ <constant name="ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE" value="1" enum="AlphaAntiAliasing">
+ Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask.
+ </constant>
+ <constant name="ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE" value="2" enum="AlphaAntiAliasing">
+ Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.
+ </constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
Default depth draw mode. Depth is drawn only for opaque objects.
</constant>