mirror of
https://github.com/stan220/godot-docs.git
synced 2026-09-08 17:28:58 +00:00
SpatialMaterial: fix typos
This commit is contained in:
@@ -306,7 +306,7 @@ In practice, it's a smaller specular blob added on top of the existing material.
|
||||
Anisotropy
|
||||
~~~~~~~~~~
|
||||
|
||||
Changes the shape of the specular blow and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed alluminium more realistic.
|
||||
Changes the shape of the specular blow and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed aluminium more realistic.
|
||||
It works especially well when combined with flowmaps.
|
||||
|
||||
.. image:: img/spatial_material18.png
|
||||
@@ -367,7 +367,7 @@ Godot supports 2 UV channels per material. Secondary UV is often useful for AO o
|
||||
Triplanar Mapping
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
Trilpanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, often called "Autotexture". Textures are sampled in X,Y and Z and blended by the normal.
|
||||
Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, often called "Autotexture". Textures are sampled in X,Y and Z and blended by the normal.
|
||||
Triplanar can be either worldspace or object space.
|
||||
|
||||
In the image below, you can see how all primitives share the same material with world triplanar, so bricks continue smoothly between them.
|
||||
@@ -378,7 +378,7 @@ Proximity and Distance Fade
|
||||
----------------------------
|
||||
|
||||
Godot allows materials to fade by proximity to another, as well as depending on the distance to the viewer.
|
||||
Proximity fade is very useful for effecs such as soft particles, or a mass of water with a smooth blending to the shores.
|
||||
Proximity fade is very useful for effects such as soft particles, or a mass of water with a smooth blending to the shores.
|
||||
Distance fade is useful for light shafts or indicators that are only present after a given distance.
|
||||
|
||||
Keep in mind enabling these enables alpha blending, so abusing them for a whole scene is not generally a good idea.
|
||||
|
||||
Reference in New Issue
Block a user