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Document StandardMaterial3D refraction limitations (#7301)
Co-authored-by: Clay John <claynjohn@gmail.com> Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
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@@ -30,7 +30,7 @@ the mesh.
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The *Material Overlay* property will render a material **over** the current one being used by
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the mesh. As an example, this can be used to put a transparent shield effect on a mesh.
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BaseMaterial 3D Settings
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BaseMaterial 3D settings
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------------------------
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StandardMaterial3D has many settings that determine the look of a material. All of these are
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@@ -372,13 +372,35 @@ such as plant leaves, grass, human ears, etc.
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Refraction
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----------
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When refraction is enabled, it supersedes alpha blending, and Godot attempts to
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fetch information from behind the object being rendered instead. This allows
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distorting the transparency in a way similar to refraction in real life.
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Remember to use a transparent albedo texture (or reduce the albedo color's alpha
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channel) to make refraction visible, as refraction relies on transparency to
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have a visible effect.
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A normal map can optionally be specified in the **Refraction Texture** property
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to allow distorting the refraction's direction on a per-pixel basis.
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.. image:: img/spatial_material23.png
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.. note::
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Refraction is implemented as a screen-space effect and forces the material
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to be transparent. This makes the effect relatively fast, but this results
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in some limitations:
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- :ref:`Transparency sorting <doc_3d_rendering_limitations_transparency_sorting>`
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issues may occur.
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- The refractive material cannot refract onto itself, or onto other
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transparent materials. A refractive material behind another transparent
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material will be invisible.
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- Off-screen objects cannot appear in the refraction. This is most
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noticeable with high refraction strength values.
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- Opaque materials in front of the refractive material will appear to have
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"refracted" edges, even though they shouldn't.
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Detail
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------
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