Make Roughness and Refraction not mention AO
Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
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1 changed files with 2 additions and 2 deletions
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@ -319,7 +319,7 @@
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Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
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</member>
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<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
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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.
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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.
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</member>
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<member name="rim" type="float" setter="set_rim" getter="get_rim" default="1.0">
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Sets the strength of the rim lighting effect.
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@ -341,7 +341,7 @@
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Texture used to control the roughness per-pixel. Multiplied by [member roughness].
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</member>
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<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
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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.
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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.
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</member>
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<member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1">
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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.
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