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();