diff options
Diffstat (limited to 'doc/classes/Decal.xml')
-rw-r--r-- | doc/classes/Decal.xml | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index b9d3f1d81e..fb8bc18c1a 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -75,9 +75,6 @@ <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 +85,9 @@ 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]. |