From de148fe51d3ab6f2418d48b54bb9d89b2a9a5626 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 29 Nov 2021 15:53:21 +0100 Subject: [PATCH] Document using SpriteBase3D's `modulate` property with material override (cherry picked from commit 027a584faf89aa410173c5847b0be457e1c44052) --- doc/classes/SpriteBase3D.xml | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 65f5de3e441..dbed62812a5 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -57,13 +57,15 @@ If [code]true[/code], texture is flipped vertically. - A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light. + A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light. + [b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function. The texture's drawing offset. - The objects' visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible. + The texture's visibility on a scale from [code]0[/code] (fully invisible) to [code]1[/code] (fully visible). [member opacity] is a multiplier for the [member modulate] color's alpha channel. + [b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in [member opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the shader's [code]fragment()[/code] function. The size of one pixel's width on the sprite to scale it in 3D.