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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-06 12:30:37 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-06 12:30:37 +0200 |
commit | 8c512c61ab01a3c8b4221678ab2fbb24f60291f8 (patch) | |
tree | b2ecc7bda3bdcdf000dbb321cb10557ab261018d /doc/classes | |
parent | 6519e2ecd2898cf46c7df31f1ee67b22ba4c3e28 (diff) | |
parent | 7dab1a8215be815e8a294ca50c0e99047ddacf7c (diff) | |
download | redot-engine-8c512c61ab01a3c8b4221678ab2fbb24f60291f8.tar.gz |
Merge pull request #94942 from jsjtxietian/multimwsh-custom
Mention Multimesh custom data will be compressed to half in Compatibility
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/MultiMesh.xml | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 406aacc75c..529912171c 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -57,6 +57,7 @@ <param index="1" name="color" type="Color" /> <description> Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance. + [b]Note:[/b] Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method. For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). </description> </method> @@ -66,6 +67,7 @@ <param index="1" name="custom_data" type="Color" /> <description> Sets custom data for a specific instance. [param custom_data] is a [Color] type only to contain 4 floating-point numbers. + [b]Note:[/b] Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method. For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code]. This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code]. </description> |