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SpatialMaterialMetallic Property

A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use Roughness.

Namespace:  Godot
Assembly:  GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax
C#
public float Metallic { get; set; }

Property Value

Type: Single
See Also