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Updated tutorial_fixed_materials (markdown)
@@ -89,4 +89,4 @@ Almost all of the parameters above can have a texture assigned to them. There ar
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* **UV2 Coordinates**: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures.
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* **UV2 Coordinates**: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures.
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* **Sphere**: Spherical coordinates (difference of the normal at the pixel by the camera normal).
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* **Sphere**: Spherical coordinates (difference of the normal at the pixel by the camera normal).
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The value of every pixel of the texture is multiplied by the original param. This means that if a texture is loaded for diffuse, it will be multiplied by the color of the diffuse color parameter. Same applies to all the others except for specular exponent, which is replaced.
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The value of every pixel of the texture is multiplied by the original parameter. This means that if a texture is loaded for diffuse, it will be multiplied by the color of the diffuse color parameter. Same applies to all the others except for specular exponent, which is replaced.
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