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author | Rémi Verschelde <remi@verschelde.fr> | 2022-08-22 22:21:33 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-22 22:21:33 +0200 |
commit | cb62c91c1288e37ac096a19873f7e71a362512a0 (patch) | |
tree | 645d6284f77c292293b9d386f1f951f8ce651ee3 /doc/classes/BaseMaterial3D.xml | |
parent | baabad30f159a8de187d8297b06c5d8f1ca7d9d9 (diff) | |
parent | 81940c8e57c16c87787f2750364677acdd8d2bf9 (diff) | |
download | redot-engine-cb62c91c1288e37ac096a19873f7e71a362512a0.tar.gz |
Merge pull request #58600 from Calinou/material-triplanar-sharpness-clamp
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index d2425313f7..bf680aa88c 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -398,6 +398,7 @@ </member> <member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0"> A lower number blends the texture more softly while a higher number blends the texture more sharply. + [b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh. </member> <member name="uv1_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar]. @@ -413,6 +414,7 @@ </member> <member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0"> A lower number blends the texture more softly while a higher number blends the texture more sharply. + [b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh. </member> <member name="uv2_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar]. |