diff --git a/doc/classes/CPUParticles.xml b/doc/classes/CPUParticles.xml index ad334128f..87eff4762 100644 --- a/doc/classes/CPUParticles.xml +++ b/doc/classes/CPUParticles.xml @@ -120,13 +120,16 @@ Animation speed randomness ratio. - Each particle's initial color. To have particle display color in a [SpatialMaterial] make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to [code]true[/code]. + Each particle's initial color. + [b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect. Each particle's initial color will vary along this [GradientTexture] (multiplied with [member color]). + [b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_initial_ramp] will have no visible effect. Each particle's color will vary along this [GradientTexture] over its lifetime (multiplied with [member color]). + [b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] will have no visible effect. The rate at which particles lose velocity. @@ -148,6 +151,7 @@ Sets the [Color]s to modulate particles by when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]. + [b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex colors. To have a visible effect on a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member emission_colors] will have no visible effect. Sets the direction the particles will be emitted in when using [constant EMISSION_SHAPE_DIRECTED_POINTS].