Merge pull request #104666 from allenwp/color-encoding-docs
Update color encoding documentation
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@ -66,7 +66,7 @@
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If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb].
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</member>
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<member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false" keywords="diffuse_texture_force_srgb">
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If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb].
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If [code]true[/code], forces a conversion of the [member albedo_texture] from nonlinear sRGB encoding to linear encoding. See also [member vertex_color_is_srgb].
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This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright.
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</member>
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<member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false" keywords="diffuse_texture_force_srgb">
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@ -480,7 +480,7 @@
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If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar].
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</member>
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<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb].
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If [code]true[/code], vertex colors are considered to be stored in nonlinear sRGB encoding and are converted to linear encoding during rendering. If [code]false[/code], vertex colors are considered to be stored in linear encoding and are rendered as-is. See also [member albedo_texture_force_srgb].
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[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods, not Compatibility.
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</member>
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<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
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@ -706,7 +706,7 @@
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Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
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</constant>
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<constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags">
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Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb].
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Vertex colors are considered to be stored in nonlinear sRGB encoding and are converted to linear encoding during rendering. See also [member vertex_color_is_srgb].
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[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods.
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</constant>
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<constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags">
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@ -737,7 +737,7 @@
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Use [code]UV2[/code] coordinates to look up from the [member emission_texture].
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</constant>
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<constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags">
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Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb].
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Forces the shader to convert albedo from nonlinear sRGB encoding to linear encoding. See also [member albedo_texture_force_srgb].
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</constant>
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<constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags">
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Disables receiving shadows from other objects.
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