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@@ -36,8 +36,8 @@ Use alpha
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This flag needs to be active for transparent materials to blend with
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what is behind, otherwise display will always be opaque. Do not enable
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this flag unless the material really needs it, because it can severely
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-affect performance and quality. Materials with transparency will also
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-not cast shadows (unless they contain opaque areas and the "opaque
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+affect performance and quality. Materials with transparency also won't
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+cast shadows (unless they contain opaque areas and the "opaque
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pre-pass" hint is turned on, see the :ref:`doc_materials` tutorial for more
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information).
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@@ -46,7 +46,7 @@ information).
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Use vertex colors
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~~~~~~~~~~~~~~~~~
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-Vertex color painting is a very common technique to add detail to
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+Vertex color painting is a very common technique to add detail to a
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geometry. 3D DCCs all support this, and many even support baking
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occlusion to it. Godot allows this information to be used in the fixed
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material by modulating the diffuse color when enabled.
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@@ -57,14 +57,14 @@ Point size
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~~~~~~~~~~
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Point size is used to set the point size (in pixels) for when rendering
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-points. This feature is mostly used in tools and HUDs
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+points. This feature is mostly used in tools and HUDs.
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Discard alpha
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~~~~~~~~~~~~~
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-When alpha is enabled (see above) the invisible pixels are blended
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+When alpha is enabled (see above) the transparent pixels are blended
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with what is behind them. In some combinations (of using alpha to
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-render depth) it may be possible that invisible pixels cover other
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+render depth) it may be possible that transparent pixels cover other
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objects.
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If this is the case, enable this option for the material. This option
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@@ -80,10 +80,11 @@ Diffuse, specular, emission and specular exponent
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These are the base colors for the material.
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- Diffuse color is responsible for the light that reaches the material,
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- then gets diffused around. This color varies by the angle to the
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- light and the distance (in the case of spot and omni lights). It is
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+ and is diffusely back-scattered then. This color varies by the angle between
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+ the face and the light and the distance to the light source
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+ (in the case of spot and omni lights). It is
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the color that best represents the material. It can also have alpha
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- (transparency)
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+ (transparency).
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- Specular color is the color of the reflected light and responsible
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for shines. It is affected by the specular exponent.
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- Emission is the color of the light generated within the material
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@@ -127,10 +128,13 @@ added together, here's an example of what detail textures are for:
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Normal depth
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~~~~~~~~~~~~
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-Normal depth controls the intensity of the normal-mapping as well as the
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-direction. On 1 (the default) normalmapping applies normally, on -1 the
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-map is inverted and on 0 is disabled. Intermediate or greater values are
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-accepted. Here's how it's supposed to look:
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+Normal depth controls the strength and the direction of normal-mapping.
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+If it is set to 1 (the default), the un-scaled normal map is applied.
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+Values larger than 1 make normal-mapping more pronounced (dents and bumps
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+become larger), while values smaller than 1 reduce the effect. A normal
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+depth of 0 disables normal-mapping. Negative values invert the normal map
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+so dents become bumps and vice versa. Here is an example showing the
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+influence of the normal depth on the outcome:
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.. image:: /img/fixed_material_normal_depth.png
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