Merge pull request #97917 from TheYellowArchitect/patch-1

Remove note about missing per-vertex-shading
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Thaddeus Crews 2024-11-10 12:13:08 -06:00
commit e7867a7c8e
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@ -350,7 +350,6 @@
</member> </member>
<member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1"> <member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1">
Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights. Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights.
[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet.
</member> </member>
<member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false"> <member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
@ -553,7 +552,7 @@
The object will be shaded per pixel. Useful for realistic shading effects. The object will be shaded per pixel. Useful for realistic shading effects.
</constant> </constant>
<constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode"> <constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode">
The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]). The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality.
</constant> </constant>
<constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode"> <constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode">
Represents the size of the [enum ShadingMode] enum. Represents the size of the [enum ShadingMode] enum.