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-rw-r--r--doc/classes/Environment.xml11
1 files changed, 2 insertions, 9 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index f5c04b3947..6f55bfc229 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -108,7 +108,7 @@
If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).
</member>
<member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0">
- The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera.far] value.
+ The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog.
@@ -126,7 +126,7 @@
The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.
</member>
<member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0">
- The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene.
+ The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene.
</member>
<member name="fog_sun_color" type="Color" setter="set_fog_sun_color" getter="get_fog_sun_color" default="Color( 1, 0.9, 0.7, 1 )">
The depth fog's [Color] when looking towards the sun.
@@ -137,10 +137,6 @@
<member name="fog_transmit_enabled" type="bool" setter="set_fog_transmit_enabled" getter="is_fog_transmit_enabled" default="false">
Enables fog's light transmission effect. If [code]true[/code], light will be more visible in the fog to simulate light scattering as in real life.
</member>
- <member name="glow_bicubic_upscale" type="bool" setter="set_glow_bicubic_upscale" getter="is_glow_bicubic_upscale_enabled" default="false">
- Smooths out the blockiness created by sampling higher levels, at the cost of performance.
- [b]Note:[/b] When using the GLES2 renderer, this is only available if the GPU supports the [code]GL_EXT_gpu_shader4[/code] extension.
- </member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
</member>
@@ -212,9 +208,6 @@
<member name="ss_reflections_max_steps" type="int" setter="set_ssr_max_steps" getter="get_ssr_max_steps" default="64">
The maximum number of steps for screen-space reflections. Higher values are slower.
</member>
- <member name="ss_reflections_roughness" type="bool" setter="set_ssr_rough" getter="is_ssr_rough" default="true">
- If [code]true[/code], screen-space reflections will take the material roughness into account.
- </member>
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
</member>