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-rw-r--r--doc/classes/BaseMaterial3D.xml23
1 files changed, 14 insertions, 9 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index f3e2c4b308..d3ae85101d 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -61,14 +61,16 @@
The material's base color.
[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
</member>
- <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
- Forces a conversion of the [member albedo_texture] from sRGB space to linear space.
- </member>
- <member name="albedo_tex_msdf" type="bool" setter="set_flag" getter="get_flag" default="false">
- Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF paramenters.
- </member>
<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.
+ If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb].
+ </member>
+ <member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
+ If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb].
+ This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright.
+ </member>
+ <member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false">
+ Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters.
</member>
<member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge">
Threshold at which antialiasing will be applied on the alpha channel.
@@ -357,6 +359,7 @@
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
Filter flags for the texture. See [enum TextureFilter] for options.
+ [b]Note:[/b] [member heightmap_texture] is always sampled with linear filtering, even if nearest-neighbor filtering is selected here. This is to ensure the heightmap effect looks as intended. If you need sharper height transitions between pixels, resize the heightmap texture in an image editor with nearest-neighbor filtering.
</member>
<member name="texture_repeat" type="bool" setter="set_flag" getter="get_flag" default="true">
Repeat flags for the texture. See [enum TextureFilter] for options.
@@ -401,7 +404,8 @@
If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar].
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
- If [code]true[/code], the model's vertex colors are processed as sRGB mode.
+ If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb].
+ [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends.
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the vertex color is used as albedo color.
@@ -607,7 +611,8 @@
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
</constant>
<constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags">
- Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer.
+ Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb].
+ [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends.
</constant>
<constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags">
Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].
@@ -637,7 +642,7 @@
Use [code]UV2[/code] coordinates to look up from the [member emission_texture].
</constant>
<constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags">
- Forces the shader to convert albedo from sRGB space to linear space.
+ Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb].
</constant>
<constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags">
Disables receiving shadows from other objects.