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Diffstat (limited to 'doc/classes/GeometryInstance3D.xml')
-rw-r--r-- | doc/classes/GeometryInstance3D.xml | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index c03a2b8b7c..1029533e94 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -57,7 +57,9 @@ If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. </member> <member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0"> - Transparency applied to the whole geometry. In spatial shaders, transparency is set as the default value of the [code]ALPHA[/code] built-in. + The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering. + In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in. + [b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are. </member> <member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0"> Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check. |