Document that clearcoat/rim lighting is not visible on unshaded materials
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</member>
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<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
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[b]Note:[/b] Clearcoat rendering is not visible if the material has [member flags_unshaded] set to [code]true[/code].
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</member>
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<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
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Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
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</member>
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<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.
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[b]Note:[/b] Rim lighting is not visible if the material has [member flags_unshaded] set to [code]true[/code].
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</member>
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<member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture">
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Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].
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