diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index d3ae85101d74..a36ab9b4e61d 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -5,6 +5,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. + [b]Fallback material:[/b] Meshes which don't have any material assigned will use a [i]fallback material[/i]. This material uses an [member albedo_color] set to [code]Color(0.5, 0.5, 0.5)[/code] and [member roughness] set to [code]0.5[/code]. All other parameters are identical to the defaults here. In contrast, newly created [BaseMaterial3D]s will use an [member albedo_color] of [code]Color(1.0, 1.0, 1.0)[/code] and [member roughness] of [code]1.0[/code], so they will appear brighter and less reflective. $DOCS_URL/tutorials/3d/standard_material_3d.html diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 33c7b9bf32e5..68cd2600bec9 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2723,13 +2723,13 @@ RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) { shader_type spatial; void vertex() { - ROUGHNESS = 0.8; + ROUGHNESS = 0.5; } void fragment() { - ALBEDO = vec3(0.6); - ROUGHNESS = 0.8; - METALLIC = 0.2; + ALBEDO = vec3(0.5); + ROUGHNESS = 0.5; + METALLIC = 0.0; } )"); scene_globals.default_material = material_storage->material_allocate(); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index aada989bcb53..6836de64e031 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -786,13 +786,13 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin shader_type spatial; void vertex() { - ROUGHNESS = 0.8; + ROUGHNESS = 0.5; } void fragment() { - ALBEDO = vec3(0.6); - ROUGHNESS = 0.8; - METALLIC = 0.2; + ALBEDO = vec3(0.5); + ROUGHNESS = 0.5; + METALLIC = 0.0; } )"); default_material = material_storage->material_allocate(); diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index f66ad529deba..ed5c039576a8 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -685,13 +685,13 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p shader_type spatial; void vertex() { - ROUGHNESS = 0.8; + ROUGHNESS = 0.5; } void fragment() { - ALBEDO = vec3(0.6); - ROUGHNESS = 0.8; - METALLIC = 0.2; + ALBEDO = vec3(0.5); + ROUGHNESS = 0.5; + METALLIC = 0.0; } )"); default_material = material_storage->material_allocate();