Document the BaseMaterial3D class

This makes the class 100% documented again.
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Hugo Locurcio 2022-10-24 18:31:35 +02:00
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2 changed files with 12 additions and 4 deletions

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@ -115,7 +115,7 @@
The color used by the backlight effect. Represents the light passing through an object. The color used by the backlight effect. Represents the light passing through an object.
</member> </member>
<member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> <member name="backlight_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], the backlight effect is enabled. If [code]true[/code], the backlight effect is enabled. See also [member subsurf_scatter_transmittance_enabled].
</member> </member>
<member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture"> <member name="backlight_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to control the backlight effect per-pixel. Added to [member backlight]. Texture used to control the backlight effect per-pixel. Added to [member backlight].
@ -289,6 +289,7 @@
[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead. [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
</member> </member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
The Occlusion/Roughness/Metallic texture to use. This is a more efficient replacement of [member ao_texture], [member roughness_texture] and [member metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red channel. Roughness map is stored in the green channel. Metallic map is stored in the blue channel. The alpha channel is ignored.
</member> </member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames"> <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode].
@ -350,13 +351,13 @@
</member> </member>
<member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0"> <member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0">
The method for rendering the specular blob. See [enum SpecularMode]. The method for rendering the specular blob. See [enum SpecularMode].
[b]Note:[/b] Only applies to the specular blob. Does not affect specular reflections from the Sky, SSR, or ReflectionProbes. [b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead.
</member> </member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> <member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
</member> </member>
<member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false"> <member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering.
</member> </member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0"> <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0">
The strength of the subsurface scattering effect. The strength of the subsurface scattering effect.
@ -365,14 +366,19 @@
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
</member> </member>
<member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0"> <member name="subsurf_scatter_transmittance_boost" type="float" setter="set_transmittance_boost" getter="get_transmittance_boost" default="0.0">
The intensity of the subsurface scattering transmittance effect.
</member> </member>
<member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)"> <member name="subsurf_scatter_transmittance_color" type="Color" setter="set_transmittance_color" getter="get_transmittance_color" default="Color(1, 1, 1, 1)">
The color to multiply the subsurface scattering transmittance effect with. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
</member> </member>
<member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1"> <member name="subsurf_scatter_transmittance_depth" type="float" setter="set_transmittance_depth" getter="get_transmittance_depth" default="0.1">
The depth of the subsurface scattering transmittance effect.
</member> </member>
<member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> <member name="subsurf_scatter_transmittance_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], enables subsurface scattering transmittance. Only effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also [member backlight_enabled].
</member> </member>
<member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture"> <member name="subsurf_scatter_transmittance_texture" type="Texture2D" setter="set_texture" getter="get_texture">
The texture to use for multiplying the intensity of the subsurface scattering transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code].
</member> </member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
Filter flags for the texture. See [enum TextureFilter] for options. Filter flags for the texture. See [enum TextureFilter] for options.
@ -385,6 +391,7 @@
If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. If [code]true[/code], transparency is enabled on the body. See also [member blend_mode].
</member> </member>
<member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false"> <member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
</member> </member>
<member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false"> <member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], render point size can be changed. If [code]true[/code], render point size can be changed.
@ -682,6 +689,7 @@
Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin. Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.
</constant> </constant>
<constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags"> <constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags">
Enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
</constant> </constant>
<constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags"> <constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags">
Enables multichannel signed distance field rendering shader. Enables multichannel signed distance field rendering shader.

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@ -4,7 +4,7 @@
Physically based rendering (PBR) material that can be applied to 3D objects. Physically based rendering (PBR) material that can be applied to 3D objects.
</brief_description> </brief_description>
<description> <description>
StandardMaterial3D's properties are inherited from [BaseMaterial3D]. [StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. [StandardMaterial3D] uses separate textures for ambient occlusion, roughness and metallic maps. To use a single ORM map for all 3 textures, use an [ORMMaterial3D] instead.
</description> </description>
<tutorials> <tutorials>
<link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link> <link title="Standard Material 3D and ORM Material 3D">$DOCS_URL/tutorials/3d/standard_material_3d.html</link>