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Document shader parameters limitation
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Zylann committed Sep 27, 2024
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</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
Material used for the surface of the volume. The main usage of this node is with smooth voxels, which means if you want more than one "material" on the ground, you need to use splatmapping techniques with a shader. In addition, many features require shaders to work properly. Check the online documentation or examples for more information.
Note: if you use a [ShaderMaterial], it will be instanced on every chunk in order to support per-chunk/LOD features, so dynamic changes done to parameters will not apply. You can use [url=https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#global-uniforms]global uniforms[/url] to workaround this limitation.
</member>
<member name="mesh_block_size" type="int" setter="set_mesh_block_size" getter="get_mesh_block_size" default="16">
Size of meshes used for chunks of this volume, in voxels. Can only be set to either 16 or 32. Using 32 is expected to increase rendering performance, and slightly increase the cost of edits.
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