diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index c38e1d14998..861b4b480c4 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -89,15 +89,19 @@ [Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object. + [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. [Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object. + [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals. + [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. [Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals. + [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter]. Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 4d8fd63257d..0ebd83c8820 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -73,6 +73,7 @@ [Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass. + [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter]. The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.