From 5e42e45c04a25b3115a4a524b319c10b4174bc00 Mon Sep 17 00:00:00 2001 From: Chris Bradfield Date: Sat, 6 Oct 2018 17:39:24 -0700 Subject: [PATCH] [DOCS] SpatialMaterial descriptions --- doc/classes/SpatialMaterial.xml | 70 +++++++++++++++++++++++++++++++++ 1 file changed, 70 insertions(+) diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 354c6686bb4..57fb267e912 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -1,8 +1,10 @@ + Default 3D rendering material. + This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. http://docs.godotengine.org/en/3.0/tutorials/3d/spatial_material.html @@ -13,16 +15,20 @@ + The material's base color. + The strength of the anisotropy effect. + If [code]true[/code] anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Default value: [code]false[/code]. + If [code]true[/code] ambient occlusion is enabled. @@ -35,6 +41,7 @@ + If [code]true[/code] clearcoat rendering is enabled. Adds a secondary transparent pass to the material. Default value: [code]false[/code]. @@ -43,6 +50,7 @@ + If [code]true[/code] Depth mapping is enabled. See also [member normal_enabled]. @@ -71,10 +79,13 @@ + The emitted light's color. See [member emission_enabled]. + If [code]true[/code] the body emits light. + The emitted light's strength. See [member emission_enabled]. @@ -85,36 +96,49 @@ + If [code]true[/code] the object receives no ambient light. Default value: [code]false[/code]. + If [code]true[/code] the object receives no shadow that would otherwise be cast onto it. Default value: [code]false[/code]. + If [code]true[/code] the object is rendered at the same size regardless of distance. Default value: [code]false[/code]. + If [code]true[/code] depth testing is disabled and the object will be drawn in render order. + If [code]true[/code] transparency is enabled on the body. Default value: [code]false[/code]. See also [member params_blend_mode]. + If [code]true[/code] the object is unaffected by lighting. Default value: [code]false[/code]. + If [code]true[/code] render point size can be changed. Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size]. + If [code]true[/code] lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. Default value: [code]false[/code]. + If [code]true[/code] triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar]. Default value: [code]false[/code]. + The reflectivity of the object's surface. The higher the value the more light is reflected. + General reflectivity amount. Note: unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. + If [code]true[/code] normal mapping is enabled. + The strength of the normal map's effect. @@ -123,40 +147,55 @@ + Controls how the object faces the camera. See [enum BillboardMode]. + The material's blend mode. Note that values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. + Which side of the object is not drawn when backfaces are rendered. See [enum CullMode]. + Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent]. + The algorithm used for diffuse light scattering. See [enum DiffuseMode]. + If [code]true[/code] enables the vertex grow setting. See [member params_grow_amount]. + Grows object vertices in the direction of their normals. + The point size in pixels. See [member flags_use_point_size]. + The method for rendering the specular blob. See [enum SpecularMode]. + The number of horizontal frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode]. + If [code]true[/code] particle animations are looped. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode]. + The number of vertical frames in the particle spritesheet. Only enabled when using [code]BillboardMode.BILLBOARD_PARTICLES[/code]. See [member params_billboard_mode]. + If [code]true[/code] the proximity and distance fade effect is enabled. Default value: [code]false[/code]. + If [code]true[/code] the refraction effect is enabled. Distorts transparency based on light from behind the object. Default value: [code]false[/code]. + The strength of the refraction effect. @@ -165,26 +204,33 @@ + If [code]true[/code] rim effect is enabled. Default value: [code]false[/code]. + The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. + Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. + If [code]true[/code] subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. + The strength of the subsurface scattering effect. + The color used by the transmission effect. Represents the light passing through an object. + If [code]true[/code] the transmission effect is enabled. Default value: [code]false[/code]. @@ -205,8 +251,10 @@ + If [code]true[/code] the model's vertex colors are processed as sRGB mode. Default value: [code]false[/code]. + If [code]true[/code] the vertex color is used as albedo color. Default value: [code]false[/code]. @@ -275,6 +323,7 @@ + Default blend mode. @@ -283,18 +332,25 @@ + Default depth draw mode. Depth is drawn only for opaque objects. + Depth draw is calculated for both opaque and transparent objects. + No depth draw. + For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn. + Default cull mode. The back of the object is culled when not visible. + The front of the object is culled when not visible. + No culling is performed. @@ -335,32 +391,46 @@ + Default diffuse scattering algorithm. + Diffuse scattering ignores roughness. + Extends Lambert to cover more than 90 degrees when roughness increases. + Attempts to use roughness to emulate microsurfacing. + Uses a hard cut for lighting, with smoothing affected by roughness. + Default specular blob. + Older specular algorithm, included for compatibility. + Older specular algorithm, included for compatibility. + Toon blob which changes size based on roughness. + No specular blob. + Default value. + The object's z-axis will always face the camera. + The object's x-axis will always face the camera. + Used for particle systems. Enables particle animation options.