diff options
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 44 |
1 files changed, 23 insertions, 21 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 60225275f3..e72aa373f7 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -215,10 +215,11 @@ If [code]true[/code], the object is rendered at the same size regardless of distance. </member> <member name="grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled" default="false"> - If [code]true[/code], enables the vertex grow setting. See [member grow_amount]. + If [code]true[/code], enables the vertex grow setting. This can be used to create mesh-based outlines using a second material pass and its [member cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount]. + [b]Note:[/b] Vertex growth cannot create new vertices, which means that visible gaps may occur in sharp corners. This can be alleviated by designing the mesh to use smooth normals exclusively using [url=https://wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D authoring software. In this case, grow will be able to join every outline together, just like in the original mesh. </member> <member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0"> - Grows object vertices in the direction of their normals. + Grows object vertices in the direction of their normals. Only effective if [member grow] is [code]true[/code]. </member> <member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false"> If [code]true[/code], uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see [member heightmap_enabled]). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference. @@ -277,7 +278,7 @@ If [code]true[/code], depth testing is disabled and the object will be drawn in render order. </member> <member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], normal mapping is enabled. + If [code]true[/code], normal mapping is enabled. This has a slight performance cost, especially on mobile GPUs. </member> <member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale" default="1.0"> The strength of the normal map's effect. @@ -344,7 +345,8 @@ Specifies the channel of the [member roughness_texture] in which the roughness 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="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1"> - Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. + Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights. + [b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet. </member> <member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. @@ -388,7 +390,7 @@ Repeat flags for the texture. See [enum TextureFilter] for options. </member> <member name="transparency" type="int" setter="set_transparency" getter="get_transparency" enum="BaseMaterial3D.Transparency" default="0"> - If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. + If [code]true[/code], transparency is enabled on the body. Some transparency modes will disable shadow casting. Any transparency mode other than Disabled has a greater performance impact compared to opaque rendering. See also [member blend_mode]. </member> <member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering. @@ -431,7 +433,7 @@ </member> <member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> 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. + [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods, not Compatibility. </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. @@ -523,31 +525,31 @@ Use [code]UV2[/code] with the detail texture. </constant> <constant name="TRANSPARENCY_DISABLED" value="0" enum="Transparency"> - The material will not use transparency. + The material will not use transparency. This is the fastest to render. </constant> <constant name="TRANSPARENCY_ALPHA" value="1" enum="Transparency"> - The material will use the texture's alpha values for transparency. + The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting. </constant> <constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency"> - The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. + The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. </constant> <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. + The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. Alpha hashing is suited for hair rendering. </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 discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. + The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. This also supports casting shadows. </constant> <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"> - The object will not receive shadows. + The object will not receive shadows. This is the fastest to render, but it disables all interactions with lights. </constant> <constant name="SHADING_MODE_PER_PIXEL" value="1" enum="ShadingMode"> - The object will be shaded per pixel. Useful for realistic shading effect. + The object will be shaded per pixel. Useful for realistic shading effects. </constant> <constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode"> - The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. + The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]). </constant> <constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode"> Represents the size of the [enum ShadingMode] enum. @@ -623,13 +625,13 @@ Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled). </constant> <constant name="CULL_BACK" value="0" enum="CullMode"> - Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible. + Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes, this means that only the exterior of the mesh will be visible. </constant> <constant name="CULL_FRONT" value="1" enum="CullMode"> - Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes this means that the interior of the mesh will be drawn instead of the exterior. + Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes, this means that the interior of the mesh will be drawn instead of the exterior. </constant> <constant name="CULL_DISABLED" value="2" enum="CullMode"> - No culling is performed. + No face culling is performed; both the front face and back face will be visible. </constant> <constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags"> Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth. @@ -639,7 +641,7 @@ </constant> <constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags"> 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. + [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods. </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]. @@ -717,7 +719,7 @@ Toon blob which changes size based on roughness. </constant> <constant name="SPECULAR_DISABLED" value="2" enum="SpecularMode"> - No specular blob. + No specular blob. This is slightly faster to render than other specular modes. </constant> <constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode"> Billboard mode is disabled. @@ -760,10 +762,10 @@ Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel. </constant> <constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode"> - Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. + Smoothly fades the object out based on each pixel's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. </constant> <constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode"> - Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. + Smoothly fades the object out based on the object's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant DISTANCE_FADE_PIXEL_DITHER]. </constant> </constants> </class> |