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Update Standard Material 3D page for new transform options
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tutorials/3d/standard_material_3d.rst

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@@ -537,6 +537,8 @@ This controls how much light from the lit side (visible to light) is transferred
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to the dark side (opposite from the light). This works well for thin objects
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such as plant leaves, grass, human ears, etc.
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.. image:: img/spatial_material22.png
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Refraction
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----------
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When drawing points, specify the point size in pixels.
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Transmission
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~~~~~~~~~~~~
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Use Particle Trails
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~~~~~~~~~~~~~~~~~~~
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This controls how much light from the lit side (visible to light) is transferred
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to the dark side (opposite from the light). This works well for thin objects
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such as plant leaves, grass, human ears, etc.
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If true, enables parts of the shader required for GPUParticles3D trails to function.
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This also requires using a mesh with appropriate skinning, such as RibbonTrailMesh
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or TubeTrailMesh. Enabling this feature outside of materials used in GPUParticles3D
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meshes will break material rendering.
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.. image:: img/spatial_material22.png
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Use Z Clip Scale
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~~~~~~~~~~~~~~~~
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Scales the object being rendered towards the camera to avoid clipping into things
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like walls. This is intended to be used for objects that are fixed with respect to
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the camera like player arms, tools, etc. Lighting and shadows will continue to work
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correctly when this setting is adjusted, but screen-space effects like SSAO and SSR
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may break with lower scales. Therefore, try to keep this setting as close to 1.0 as
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possible.
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Use FOV Override
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~~~~~~~~~~~~~~~~
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Overrides the ``Camera3D``'s field of view angle (in degrees).
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.. note::
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This behaves as if the field of view is set on a ``Camera3D`` with
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``Camera3D.keep_aspect`` set to ``Camera3D.KEEP_HEIGHT``. Additionally, it may not
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look correct on a non-perspective camera where the field of view setting is
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ignored.
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Proximity and Distance Fade
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---------------------------

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