![]() ![]() ![]() ![]() Fog is applied on clouds, so Apply Fogging must be true to use this feature.Īsset_import_data (AssetImportData): Importing data and options used for this materialĪsset_user_data (Array(AssetUserData)): Array of user data stored with the assetĪutomatically_set_usage_in_editor (bool): Whether to automatically set usage flags based on what the material is applied to in the editor. This is a rough approximation but can help in some cases. Only allowed on unlit materials.Īllow_translucent_custom_depth_writes (bool): Allows a translucent material to be used with custom depth writing by compiling additional shaders.Īpply_cloud_fogging (bool): When true, translucent materials receive cloud contribution as part of the fog evaluation, per vertex or per pixel according to the other selected options. Warning: Creating new materials directly increases shader compile times! Consider creating a Material Instance off of an existing material instead.Įditor Properties: (see get_editor_property/set_editor_property)Īllow_negative_emissive_color (bool): Whether the material should allow outputting negative emissive color values. When light from the scene hits the surface, the shading model of the material is used to calculate how that light interacts with the surface. Material ( outer = None, name = 'None' ) ¶Ī Material is an asset which can be applied to a mesh to control the visual look of the scene. ![]()
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