Update Standard Material 3D page for new transform options

This commit is contained in:
skyace65
2025-07-08 20:44:25 -04:00
parent 9511dea335
commit 901cdf4859

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@@ -537,6 +537,8 @@ This controls how much light from the lit side (visible to light) is transferred
to the dark side (opposite from the light). This works well for thin objects
such as plant leaves, grass, human ears, etc.
.. image:: img/spatial_material22.png
Refraction
----------
@@ -741,14 +743,34 @@ Point Size
When drawing points, specify the point size in pixels.
Transmission
~~~~~~~~~~~~
Use Particle Trails
~~~~~~~~~~~~~~~~~~~
This controls how much light from the lit side (visible to light) is transferred
to the dark side (opposite from the light). This works well for thin objects
such as plant leaves, grass, human ears, etc.
If true, enables parts of the shader required for GPUParticles3D trails to function.
This also requires using a mesh with appropriate skinning, such as RibbonTrailMesh
or TubeTrailMesh. Enabling this feature outside of materials used in GPUParticles3D
meshes will break material rendering.
.. image:: img/spatial_material22.png
Use Z Clip Scale
~~~~~~~~~~~~~~~~
Scales the object being rendered towards the camera to avoid clipping into things
like walls. This is intended to be used for objects that are fixed with respect to
the camera like player arms, tools, etc. Lighting and shadows will continue to work
correctly when this setting is adjusted, but screen-space effects like SSAO and SSR
may break with lower scales. Therefore, try to keep this setting as close to 1.0 as
possible.
Use FOV Override
~~~~~~~~~~~~~~~~
Overrides the ``Camera3D``'s field of view angle (in degrees).
.. note::
This behaves as if the field of view is set on a ``Camera3D`` with
``Camera3D.keep_aspect`` set to ``Camera3D.KEEP_HEIGHT``. Additionally, it may not
look correct on a non-perspective camera where the field of view setting is
ignored.
Proximity and Distance Fade
---------------------------