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* Merge commit godotengine/godot@0f5f3bc9546b46b2029fc8896dc859697f1eab97Spartan3222024-11-111-2/+1
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| * Remove note about missing per-vertex-shadingTheYellowArchitect2024-10-181-2/+1
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* | fix: replace "Godot" to "Redot"Muhannad Elbolaky2024-10-151-2/+2
|/ | | | Trying to change "Godot" to "Redot" in the doc while acknowledging the reference to previous Godot versions like Godot 3.X.
* reverted naming to premul alpha (no T)QbieShay2024-05-011-1/+1
| | | | | | | Initially 3d had premulT alpha as a keyword. Since Canvas item uses mixed premul and premult as keywords, 3D is changed as well to keep consistency with 2D. Unfortunately this keeps inconsistency with the internal ENUM.
* Added premult alpha blending to 3D (spatial) shaders.QbieShay2024-05-011-0/+3
| | | | | Co-authored-by: jitspoe <jitspoe@yahoo.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* Add keywords to improve search in the class referenceHugo Locurcio2024-02-221-6/+6
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* Fix shadows for billboarded Sprite3D'sErik Johnson2024-02-131-0/+1
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* Fix various typos in documentationSeptian2023-12-271-1/+1
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* Improve and clarify texture filtering documentationHugo Locurcio2023-11-141-6/+6
| | | | | | - Mention the Use Nearest Mipmap Filter project setting. - Fix nearest mipmap claiming to always use bilinear filtering (it uses trilinear filtering by default, like linear mipmap).
* Improve documentation related for particle subemitters, collision and attractorsHugo Locurcio2023-10-251-1/+1
| | | | | This also describes how to set up particle flipbook animation in GPUParticles2D's texture property.
* Validate `code` tags for class and member referencesYuri Sizov2023-10-031-2/+2
| | | | | | | | This commit also adds means to manually disable warnings in `code` tags where it's a false positive with the new `skip-lint` attribute. Warnings are now enabled on CI to prevent future errors.
* Implement render mode fog_disabled and BaseMaterial3D setting Disable FogMilan Gruner2023-09-051-1/+7
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* Improve the top docs sections of VFX classesMewPurPur2023-08-111-3/+3
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* Initialize MSDF parameters in BaseMaterial3D with defaultdetomon2023-07-281-1/+1
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentationHugo Locurcio2023-05-061-2/+2
| | | | This brings the overall class reference completion percentage from 87% to 92%.
* Fix some wrong descriptions in the docsRindbee2023-03-211-1/+1
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Correct docs for keep_scale in BaseMaterial3Dclayjohn2023-02-171-1/+1
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* Document unsupported features in Mobile and Compatibility rendering methodsHugo Locurcio2023-02-131-21/+23
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* Ignore depth draw optimization when using depth draw alpha prepassclayjohn2023-01-031-2/+2
| | | | This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
* Make Roughness and Refraction not mention AO[Error:27]2022-12-021-2/+2
| | | | Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
* Implement is_animated and casts_shadowsclayjohn2022-11-131-6/+7
| | | | | | This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places
* Document the BaseMaterial3D classHugo Locurcio2022-10-241-3/+11
| | | | This makes the class 100% documented again.
* Rename remaining "*_enable" to "*_enabled"Micky2022-09-211-1/+1
| | | | | | | | | | | | | | | | | | Material.`proximity_fade_enable` -> `proximity_fade_enabled` Material.`set_proximity_fade` -> `set_proximity_fade_enabled` (Material.`is_proximity_fade_enabled` is unchanged) Area3D.`reverb_bus_enable` -> `reverb_bus_enabled` (`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged) RDPipelineRasterizationState: `depth_bias_enable` -> `depth_bias_enabled` `set_depth_bias_enable` -> `set_depth_bias_enabled` `get_depth_bias_enable` -> `get_depth_bias_enabled` Bonus: Area3D.`set_reverb_bus` -> `set_reverb_bus_name` Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
* Add class descriptions for Texture2DArray, CubemapArray and ↵MJacred2022-09-081-1/+1
| | | | | | ImageTextureLayered, plus overhaul TextureLayered Co-authored-by: Clay John <claynjohn@gmail.com>
* Implement Physical Light Units as an optional setting.clayjohn2022-08-311-3/+6
| | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
* Improve documentation for BaseMaterial3D's alpha scissor thresholdHugo Locurcio2022-08-291-1/+1
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* Rename ParticlesMaterial to ParticleProcessMaterialMicky2022-08-261-1/+1
| | | | Also affects their file names, related classes and documentation.
* Merge pull request #64739 from Calinou/doc-anisotropic-filterClay John2022-08-221-2/+2
|\ | | | | Improve documentation related to anisotropic filtering
| * Improve documentation related to anisotropic filteringHugo Locurcio2022-08-221-2/+2
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* | Merge pull request #58600 from Calinou/material-triplanar-sharpness-clampRémi Verschelde2022-08-221-0/+2
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| * Clamp BaseMaterial3D triplanar sharpness to values that never look brokenHugo Locurcio2022-02-271-0/+2
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* | [doc] Use "param" instead of "code" to refer to parameters (8)Andy Maloney2022-08-121-1/+1
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* | Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-9/+9
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* | Tweak StandardMaterial3D's default height propertiesHugo Locurcio2022-08-041-2/+16
| | | | | | | | | | - Set the default height scale to 5.0 and multiply it by 0.01 in the shader. - Document heightmap properties in BaseMaterial3D class reference.
* | Treat specular less than 0.02 as occlusionclayjohn2022-07-311-1/+1
| | | | | | | | This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
* | Document what the Z component is used for in BaseMaterial3D UV coordsAaron Franke2022-07-231-4/+4
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* | Always sample the heightmap with linear filtering in BaseMaterial3DHugo Locurcio2022-06-141-0/+1
| | | | | | | | | | | | | | | | Nearest-neighbor filtering of the heightmap results in a broken appearance, with and without Deep Parallax enabled on the material. Linear filtering results in a more expected appearance. This does not affect other texture maps such as albedo, normal or roughness.
* | Rename BaseMaterial3D properties to use fully spelled out "texture"Hugo Locurcio2022-05-241-9/+13
| | | | | | | | | | | | | | | | | | | | This is more consistent with other BaseMaterial properties such as `ao_texture_channel`. This also improves the documentation related to `albedo_texture_force_srgb`. This also fixes a typo in the 3.x material converter.
* | Fix typos with codespellRémi Verschelde2022-05-231-1/+1
| | | | | | | | Using codespell 2.2-dev from current git.
* | Merge pull request #59419 from Calinou/doc-basematerial3d-detailRémi Verschelde2022-04-301-6/+9
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| * | Improve documentation related to detail mapping in BaseMaterial3DHugo Locurcio2022-03-221-6/+9
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* / Implement Label3D node.bruvzg2022-04-221-1/+13
|/ | | | | | | | | Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector.
* Use Filament specular models and parametrizationclayjohn2022-02-221-10/+5
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* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Fix normal map descriptionskyace652022-01-091-2/+2
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* Move metallic and roughness automated assignment to an inspector UndoRedoSaracenOne2022-01-061-3/+0
| | | | callback.
* Merge pull request #56293 from skyace65/CullModeMaterialRémi Verschelde2022-01-051-3/+3
|\ | | | | Fix and improve cull mode description in material