diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 22 | ||||
-rw-r--r-- | doc/classes/EditorInspectorPlugin.xml | 1 | ||||
-rw-r--r-- | doc/classes/PhysicalSkyMaterial.xml | 6 | ||||
-rw-r--r-- | doc/classes/ProceduralSkyMaterial.xml | 6 |
4 files changed, 20 insertions, 15 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index c6f3aae929..a9c6030809 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -61,14 +61,16 @@ The material's base color. [b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead. </member> - <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> - Forces a conversion of the [member albedo_texture] from sRGB space to linear space. - </member> - <member name="albedo_tex_msdf" type="bool" setter="set_flag" getter="get_flag" default="false"> - Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters. - </member> <member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture to multiply by [member albedo_color]. Used for basic texturing of objects. + If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb]. + </member> + <member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb]. + This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright. + </member> + <member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false"> + Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters. </member> <member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge"> Threshold at which antialiasing will be applied on the alpha channel. @@ -401,7 +403,8 @@ If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar]. </member> <member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], the model's vertex colors are processed as sRGB mode. + If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb]. + [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends. </member> <member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the vertex color is used as albedo color. @@ -607,7 +610,8 @@ Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. </constant> <constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags"> - Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer. + Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb]. + [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends. </constant> <constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags"> Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code]. @@ -637,7 +641,7 @@ Use [code]UV2[/code] coordinates to look up from the [member emission_texture]. </constant> <constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags"> - Forces the shader to convert albedo from sRGB space to linear space. + Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb]. </constant> <constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags"> Disables receiving shadows from other objects. diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index 2bbed84b1e..572d5d9d84 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -77,6 +77,7 @@ <return type="void" /> <argument index="0" name="property" type="String" /> <argument index="1" name="editor" type="Control" /> + <argument index="2" name="add_to_end" type="bool" default="false" /> <description> Adds a property editor for an individual property. The [code]editor[/code] control must extend [EditorProperty]. </description> diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 716eaaeeba..7c2ea088c8 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -11,9 +11,6 @@ <tutorials> </tutorials> <members> - <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0"> - The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky. - </member> <member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1"> Sets the exposure of the sky. Higher exposure values make the entire sky brighter. </member> @@ -44,5 +41,8 @@ <member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0"> Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere. </member> + <member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true"> + If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky. + </member> </members> </class> diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml index 88283bcf24..3cc4bd71f7 100644 --- a/doc/classes/ProceduralSkyMaterial.xml +++ b/doc/classes/ProceduralSkyMaterial.xml @@ -11,9 +11,6 @@ <tutorials> </tutorials> <members> - <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0"> - The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky. - </member> <member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)"> Color of the ground at the bottom. Blends with [member ground_horizon_color]. </member> @@ -50,5 +47,8 @@ <member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15"> How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max]. </member> + <member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true"> + If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky. + </member> </members> </class> |