From 7dab1a8215be815e8a294ca50c0e99047ddacf7c Mon Sep 17 00:00:00 2001 From: jsjtxietian Date: Tue, 30 Jul 2024 15:03:06 +0800 Subject: [PATCH] Mention Multimesh custom data will be compressed to half in Compatibility --- doc/classes/MultiMesh.xml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 406aacc75ca..529912171ca 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -57,6 +57,7 @@ Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance. + [b]Note:[/b] Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method. For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]). @@ -66,6 +67,7 @@ Sets custom data for a specific instance. [param custom_data] is a [Color] type only to contain 4 floating-point numbers. + [b]Note:[/b] Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method. For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code]. This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code].