diff options
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 72 |
1 files changed, 26 insertions, 46 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 0a7b4c5dab..a5516636aa 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -11,68 +11,53 @@ </tutorials> <methods> <method name="get_feature" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature"> - </argument> + <return type="bool" /> + <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature" /> <description> Returns [code]true[/code], if the specified [enum Feature] is enabled. </description> </method> <method name="get_flag" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags"> - </argument> + <return type="bool" /> + <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags" /> <description> Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options. </description> </method> <method name="get_texture" qualifiers="const"> - <return type="Texture2D"> - </return> - <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam"> - </argument> + <return type="Texture2D" /> + <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" /> <description> Returns the [Texture] associated with the specified [enum TextureParam]. </description> </method> <method name="set_feature"> - <return type="void"> - </return> - <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature"> - </argument> - <argument index="1" name="enable" type="bool"> - </argument> + <return type="void" /> + <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature" /> + <argument index="1" name="enable" type="bool" /> <description> If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [BaseMaterial3D]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code]. </description> </method> <method name="set_flag"> - <return type="void"> - </return> - <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags"> - </argument> - <argument index="1" name="enable" type="bool"> - </argument> + <return type="void" /> + <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags" /> + <argument index="1" name="enable" type="bool" /> <description> If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. </description> </method> <method name="set_texture"> - <return type="void"> - </return> - <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam"> - </argument> - <argument index="1" name="texture" type="Texture2D"> - </argument> + <return type="void" /> + <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" /> + <argument index="1" name="texture" type="Texture2D" /> <description> Sets the texture for the slot specified by [code]param[/code]. See [enum TextureParam] for available slots. </description> </method> </methods> <members> - <member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color( 1, 1, 1, 1 )"> + <member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)"> The material's base color. </member> <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> @@ -117,7 +102,7 @@ <member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> - <member name="backlight" type="Color" setter="set_backlight" getter="get_backlight" default="Color( 0, 0, 0, 1 )"> + <member name="backlight" type="Color" setter="set_backlight" getter="get_backlight" default="Color(0, 0, 0, 1)"> The color used by the backlight effect. Represents the light passing through an object. </member> <member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> @@ -195,11 +180,11 @@ <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. </member> - <member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color( 0, 0, 0, 1 )"> + <member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color(0, 0, 0, 1)"> The emitted light's color. See [member emission_enabled]. </member> <member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting. + If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [VoxelGI] is used and this object is used in baked lighting. </member> <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0"> The emitted light's strength. See [member emission_enabled]. @@ -345,9 +330,7 @@ </member> <member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0"> </member> - <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color( 1, 1, 1, 1 )"> - </member> - <member name="subsurf_scatter_transmittance_curve" type="float" setter="set_transmittance_curve" getter="get_transmittance_curve" default="1.0"> + <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)"> </member> <member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1"> </member> @@ -370,10 +353,10 @@ If [code]true[/code], render point size can be changed. [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. </member> - <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3( 0, 0, 0 )"> + <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3(0, 0, 0)"> How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. </member> - <member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )"> + <member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3(1, 1, 1)"> How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. </member> <member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> @@ -385,10 +368,10 @@ <member name="uv1_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar]. </member> - <member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )"> + <member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3(0, 0, 0)"> How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. </member> - <member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )"> + <member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3(1, 1, 1)"> How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. </member> <member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> @@ -671,10 +654,7 @@ <constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode"> Extends Lambert to cover more than 90 degrees when roughness increases. </constant> - <constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode"> - Attempts to use roughness to emulate microsurfacing. - </constant> - <constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode"> + <constant name="DIFFUSE_TOON" value="3" enum="DiffuseMode"> Uses a hard cut for lighting, with smoothing affected by roughness. </constant> <constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode"> @@ -703,7 +683,7 @@ </constant> <constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode"> Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties. - The [member ParticlesMaterial.anim_speed] or [member CPUParticles3D.anim_speed] should also be set to a positive value for the animation to play. + The [member ParticlesMaterial.anim_speed_min] or [member CPUParticles3D.anim_speed_min] should also be set to a value bigger than zero for the animation to play. </constant> <constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel"> Used to read from the red channel of a texture. |