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Updated tutorial_fixed_materials (markdown)
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@ -85,8 +85,8 @@ When drawing points or lines, the size of them can be adjusted here per material
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Almost all of the parameters above can have a texture assigned to them. There are four options to where they can get their UV coordinates:
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* **UV Coordinates (UV Array)**: This is the regular UV coordinate array that was imported with the model.
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* **UV x UV XForm **: UV Coordinates multiplied by the UV Xform matrix.
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* **UV2 Coordinates **: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures.
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* **UV x UV XForm**: UV Coordinates multiplied by the UV Xform matrix.
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* **UV2 Coordinates**: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures.
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* **Sphere**: Spherical coordinates (difference of the normal at the pixel by the camera normal).
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The value of every pixel of the texture is multiplied by the original param. This means that if a texture is loaded for diffuse, it will be multiplied by the color of the diffuse color parameter. Same applies to all the others except for specular exponent, which is replaced.
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