From 2d7793ed4aa75a796344c5833e1eee0a103e0dc7 Mon Sep 17 00:00:00 2001 From: "[Error:27]" Date: Fri, 2 Dec 2022 19:06:31 -0500 Subject: Make Roughness and Refraction not mention AO Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel. --- doc/classes/BaseMaterial3D.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fbb31cadcd..8a5048de6b 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -319,7 +319,7 @@ Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. - Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Specifies the channel of the [member refraction_texture] in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored refraction in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. Sets the strength of the rim lighting effect. @@ -341,7 +341,7 @@ Texture used to control the roughness per-pixel. Multiplied by [member roughness]. - Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Specifies the channel of the [member roughness_texture] in which the roughness information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. -- cgit v1.2.3