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Update standard_material_3d.rst to Godot 4 (#9641)
* Depth renamed to Height in Standard Material 3D
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@@ -455,12 +455,13 @@ AO map. It is recommended to bake ambient occlusion whenever possible.
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Height
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------
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Setting a depth map on a material produces a ray-marched search to emulate the
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proper displacement of cavities along the view direction. This is not real
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added geometry, but an illusion of depth. It may not work for complex objects,
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but it produces a realistic depth effect for textures. For best results,
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*Depth* should be used together with normal mapping.
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Setting a height map on a material produces a ray-marched search to emulate the
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proper displacement of cavities along the view direction. This only creates an
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illusion of depth, and does not add real geometry — for a height map shape used
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for physics collision (such as terrain), see :ref:`class_HeightMapShape3D`. It
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may not work for complex objects, but it produces a realistic depth effect for
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textures. For best results, *Height* should be used together with normal
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mapping.
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.. image:: img/spatial_material20.png
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