Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
This brings the overall class reference completion percentage from 87% to 92%.
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[b]Note:[/b] [member specular_mode] only applies to the specular blob. It does not affect specular reflections from the sky, screen-space reflections, [VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these sources as well, set [member metallic_specular] to [code]0.0[/code] instead.
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</member>
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<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
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If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
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If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. Subsurface scattering quality is controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality].
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</member>
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<member name="subsurf_scatter_skin_mode" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin, such as boosting the intensity of the red channel in subsurface scattering.
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</member>
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<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength" default="0.0">
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The strength of the subsurface scattering effect.
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The strength of the subsurface scattering effect. The depth of the effect is also controlled by [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale], which is set globally.
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</member>
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<member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
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