diff options
Diffstat (limited to 'doc/classes/ParticleProcessMaterial.xml')
-rw-r--r-- | doc/classes/ParticleProcessMaterial.xml | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml index 1526658eed..a41207e9b3 100644 --- a/doc/classes/ParticleProcessMaterial.xml +++ b/doc/classes/ParticleProcessMaterial.xml @@ -129,13 +129,16 @@ Should collision take scale into account. </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)"> - Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. + Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. + [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect. </member> <member name="color_initial_ramp" type="Texture2D" setter="set_color_initial_ramp" getter="get_color_initial_ramp"> Each particle's initial color will vary along this [GradientTexture1D] (multiplied with [member color]). + [b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect. </member> <member name="color_ramp" type="Texture2D" setter="set_color_ramp" getter="get_color_ramp"> Each particle's color will vary along this [GradientTexture1D] over its lifetime (multiplied with [member color]). + [b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect. </member> <member name="damping_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Damping will vary along this [CurveTexture]. @@ -154,6 +157,7 @@ </member> <member name="emission_color_texture" type="Texture2D" setter="set_emission_color_texture" getter="get_emission_color_texture"> Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture]. + [b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_color_texture] will have no visible effect. </member> <member name="emission_normal_texture" type="Texture2D" setter="set_emission_normal_texture" getter="get_emission_normal_texture"> Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar. |