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@@ -129,7 +129,7 @@ Use as Albedo
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Choosing this option means vertex color is used as albedo color.
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-Is SRGB
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+Is sRGB
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~~~~~~~
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Most 3D DCCs will likely export vertex colors as sRGB, so toggling this
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@@ -272,7 +272,7 @@ Material colors, maps and channels
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----------------------------------
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Besides the parameters, what defines materials themselves are the colors,
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-textures, and channels. Godot supports a extensive list of them. They are
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+textures, and channels. Godot supports an extensive list of them. They are
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described in detail below:
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Albedo
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@@ -281,7 +281,7 @@ Albedo
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*Albedo* is the base color for the material, on which all the other settings
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operate. When set to *Unshaded*, this is the only color that is visible. In
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previous versions of Godot, this channel was named *Diffuse*. The change
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-of name mainly happened because, in PBR rendering, this color affects many
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+of name mainly happened because, in PBR (Physically Based Rendering), this color affects many
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more 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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@@ -340,7 +340,7 @@ Rim
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~~~
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Some fabrics have small micro-fur that causes light to scatter around it. Godot
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-emulates this with the *Rim* parameter. Unlike other rim lighting implementations
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+emulates this with the *Rim* parameter. Unlike other rim lighting implementations,
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which just use the emission channel, this one actually takes light into account
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(no light means no rim). This makes the effect considerably more believable.
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@@ -429,7 +429,7 @@ UV1 and UV2
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~~~~~~~~~~~~
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Godot supports two UV channels per material. Secondary UV is often useful for
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-ambient occlusion or emission (baked light). UVs can be scaled and offset
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+ambient occlusion or emission (baked light). UVs can be scaled and offset,
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which is useful when using repeating textures.
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Triplanar Mapping
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