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@@ -34,7 +34,7 @@ This technique is less efficient (many state changes happen) and makes the mater
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unusable with many mid and post processing effects (such as SSAO, SSR, etc) that
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require perfectly opaque geometry.
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-For this reason, materials in Godot are assumed opaque unless specified otherwise.
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+For this reason, materials in Godot are assumed opaque unless specified otherwise.
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The main settings that enable transparency are:
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* Transparent flag (this one)
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@@ -126,13 +126,13 @@ Diffuse Mode
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~~~~~~~~~~~~
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Specifies the algorithm used by diffuse scattering of light when hitting the object. The
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-default one is Lambert, which does not vary with roughness. Other modes are also available:
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+default one is Burley. Other modes are also available:
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-* Lambert: Default mode, is not affected by roughness.
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-* Lambert Wrap: Extends lambert to cover more than 90 degrees when roughness increases. Works great for hair and simulating cheap subsurface scattering. This implementation is energy conserving.
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-* Oren Nayar: This implementation aims to take microsurfacing into account (via roughness). Works really well for clay-like materials and some types of cloth.
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-* Burley: The original Disney Principled PBS diffuse algorithm.
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-* Toon: Provides a hard cut for lighting, with smoothing affected by roughness.
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+* **Burley:** Default mode, the original Disney Principled PBS diffuse algorithm.
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+* **Lambert:** Is not affected by roughness.
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+* **Lambert Wrap:** Extends Lambert to cover more than 90 degrees when roughness increases. Works great for hair and simulating cheap subsurface scattering. This implementation is energy conserving.
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+* **Oren Nayar:** This implementation aims to take microsurfacing into account (via roughness). Works really well for clay-like materials and some types of cloth.
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+* **Toon:** Provides a hard cut for lighting, with smoothing affected by roughness.
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.. image:: img/spatial_material6.png
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@@ -141,11 +141,11 @@ Specular Mode
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Specifies how the specular blob will be rendered. The specular blob represents the shape of a light source reflected in the object.
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-* ShlickGGX: The most common blob used by PBR 3D engines nowadays.
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-* Blinn: Common in previous gen engines. Not worth using nowadays, but left here for the sake of compatibility.
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-* Phong: Same as above.
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-* Toon: Creates a toon blob, which changes size depending on roughness.
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-* Disabled: Sometimes, that blob gets in the way. Be gone!
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+* **ShlickGGX:** The most common blob used by PBR 3D engines nowadays.
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+* **Blinn:** Common in previous-generation engines. Not worth using nowadays, but left here for the sake of compatibility.
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+* **Phong:** Same as above.
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+* **Toon:** Creates a toon blob, which changes size depending on roughness.
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+* **Disabled:** Sometimes, that blob gets in the way. Be gone!
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.. image:: img/spatial_material7.png
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@@ -174,7 +174,7 @@ Determines which side of the object is not drawn when back-faces are rendered:
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Depth Draw Mode
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~~~~~~~~~~~~~~~
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-Specifies when depth rendering must take place.
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+Specifies when depth rendering must take place.
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* Opaque Only (default): Depth is only drawn for opaque objects
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* Always: Depth draw is drawn for both opaque and transparent objects
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@@ -243,7 +243,7 @@ Albedo is the base color for the material. Everything else works based on it. Wh
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In previous versions of Godot, this channel was named *diffuse*. The change of name mainly happens because, in PBR rendering, this color affects many more
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calculations than just the diffuse lighting path.
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-Albedo color and texture can be used together, as they are multiplied.
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+Albedo color and texture can be used together, as they are multiplied.
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*Alpha channel* in albedo color and texture is also used for the object transparency. If you use a color or texture with *alpha channel*, make sure to either enable
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transparency or *alpha scissoring* for it to work.
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