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path: root/doc/classes/BaseMaterial3D.xml
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2023-02-17Correct docs for keep_scale in BaseMaterial3Dclayjohn
2023-02-13Document unsupported features in Mobile and Compatibility rendering methodsHugo Locurcio
2023-01-03Ignore depth draw optimization when using depth draw alpha prepassclayjohn
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2022-12-02Make Roughness and Refraction not mention AO[Error:27]
Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
2022-11-13Implement is_animated and casts_shadowsclayjohn
This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places
2022-10-24Document the BaseMaterial3D classHugo Locurcio
This makes the class 100% documented again.
2022-09-21Rename remaining "*_enable" to "*_enabled"Micky
Material.`proximity_fade_enable` -> `proximity_fade_enabled` Material.`set_proximity_fade` -> `set_proximity_fade_enabled` (Material.`is_proximity_fade_enabled` is unchanged) Area3D.`reverb_bus_enable` -> `reverb_bus_enabled` (`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged) RDPipelineRasterizationState: `depth_bias_enable` -> `depth_bias_enabled` `set_depth_bias_enable` -> `set_depth_bias_enabled` `get_depth_bias_enable` -> `get_depth_bias_enabled` Bonus: Area3D.`set_reverb_bus` -> `set_reverb_bus_name` Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-08Add class descriptions for Texture2DArray, CubemapArray and ↵MJacred
ImageTextureLayered, plus overhaul TextureLayered Co-authored-by: Clay John <claynjohn@gmail.com>
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-29Improve documentation for BaseMaterial3D's alpha scissor thresholdHugo Locurcio
2022-08-26Rename ParticlesMaterial to ParticleProcessMaterialMicky
Also affects their file names, related classes and documentation.
2022-08-22Merge pull request #64739 from Calinou/doc-anisotropic-filterClay John
Improve documentation related to anisotropic filtering
2022-08-22Merge pull request #58600 from Calinou/material-triplanar-sharpness-clampRémi Verschelde
2022-08-22Improve documentation related to anisotropic filteringHugo Locurcio
2022-08-12[doc] Use "param" instead of "code" to refer to parameters (8)Andy Maloney
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-08-04Tweak StandardMaterial3D's default height propertiesHugo Locurcio
- Set the default height scale to 5.0 and multiply it by 0.01 in the shader. - Document heightmap properties in BaseMaterial3D class reference.
2022-07-31Treat specular less than 0.02 as occlusionclayjohn
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-23Document what the Z component is used for in BaseMaterial3D UV coordsAaron Franke
2022-06-14Always sample the heightmap with linear filtering in BaseMaterial3DHugo Locurcio
Nearest-neighbor filtering of the heightmap results in a broken appearance, with and without Deep Parallax enabled on the material. Linear filtering results in a more expected appearance. This does not affect other texture maps such as albedo, normal or roughness.
2022-05-24Rename BaseMaterial3D properties to use fully spelled out "texture"Hugo Locurcio
This is more consistent with other BaseMaterial properties such as `ao_texture_channel`. This also improves the documentation related to `albedo_texture_force_srgb`. This also fixes a typo in the 3.x material converter.
2022-05-23Fix typos with codespellRémi Verschelde
Using codespell 2.2-dev from current git.
2022-04-30Merge pull request #59419 from Calinou/doc-basematerial3d-detailRémi Verschelde
2022-04-22Implement Label3D node.bruvzg
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector.
2022-03-22Improve documentation related to detail mapping in BaseMaterial3DHugo Locurcio
2022-02-27Clamp BaseMaterial3D triplanar sharpness to values that never look brokenHugo Locurcio
2022-02-22Use Filament specular models and parametrizationclayjohn
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2022-01-09Fix normal map descriptionskyace65
2022-01-06Move metallic and roughness automated assignment to an inspector UndoRedoSaracenOne
callback.
2022-01-05Merge pull request #56293 from skyace65/CullModeMaterialRémi Verschelde
Fix and improve cull mode description in material
2022-01-04Fix and improve cull mode description in materialskyace65
2021-12-31Document the expected format of anisotropy flowmaps in BaseMaterial3DHugo Locurcio
2021-12-02Merge pull request #54910 from ↵Rémi Verschelde
Calinou/basematerial3d-texture-auto-roughness-metallic Set roughness/metallic to 1 when assigning a texture in BaseMaterial3D
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-11-13Set roughness/metallic to 1 when assigning a texture in BaseMaterial3DHugo Locurcio
This makes material setup faster and avoids mistakes, especially with the metallic channel which defaults to 0. The value is only changed when adding a texture when none was previously assigned, not when assigning a different texture.
2021-10-06doc: Update links to latest documentation after content reorganizationRémi Verschelde
2021-10-05doc: Fix style inconsistencies for `[b]Note:[/b]` paragraphsRémi Verschelde
And fix up formatting not supported by makerst.
2021-10-01Document that tangents are required for normal mapping in BaseMaterial3DHugo Locurcio
2021-08-22moved particle parameters to minmax and split scale axisQbieShay
This commit adds quite a chunk of modifications to particles - particle (value + randomness) now use min and max instead - passing a curveXYZtexture is now possible and will scale particles per-axis - CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-05Fix Subsurface Scatteringreduz
* Works again * Transmittance also works again * Removed the curve patamter, exp() function is good enough.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-05-01Fix documentation following implementation of particle trailsMarcel Admiraal
2021-04-28Document that clearcoat/rim lighting is not visible on unshaded materialsHugo Locurcio
2021-03-19class reference proofreadingPaul Joannon
2021-03-10doc: Sync classref with current sourceRémi Verschelde
2020-12-12Document that BaseMaterial3D doesn't support height mapping + triplanarHugo Locurcio
See #44322.