diff options
Diffstat (limited to 'doc/classes/Decal.xml')
-rw-r--r-- | doc/classes/Decal.xml | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index b9d3f1d81e..b63f6e7252 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -8,6 +8,7 @@ They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y). The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them. + [b]Note:[/b] When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the decal may not be visible on the mesh. </description> <tutorials> </tutorials> @@ -75,9 +76,6 @@ <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0"> Energy multiplier for the emission texture. This will make the decal emit light at a higher or lower intensity, independently of the albedo color. See also [member modulate]. </member> - <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)"> - Sets the size of the [AABB] used by the decal. The AABB goes from [code]-extents[/code] to [code]extents[/code]. - </member> <member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_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]). See also [member upper_fade]. </member> @@ -88,6 +86,9 @@ Fades the Decal if the angle between the Decal's [AABB] and the target surface becomes too large. A value of [code]0[/code] projects the Decal regardless of angle, a value of [code]1[/code] limits the Decal to surfaces that are nearly perpendicular. [b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations. </member> + <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)"> + Sets the size of the [AABB] used by the decal. The AABB goes from [code]-size/2[/code] to [code]size/2[/code]. + </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]. |