diff --git a/docs/Materials.md.html b/docs/Materials.md.html index 92e97476f6..0ac9e29ef2 100644 --- a/docs/Materials.md.html +++ b/docs/Materials.md.html @@ -1582,24 +1582,22 @@ Value : `true` or `false`. Defaults to `false`. Description -: Only available in the `unlit` shading model. If this property is enabled, the final color - computed by the material is multiplied by the shadowing factor (or visibility). This allows to - create transparent shadow-receiving objects (for instance an invisible ground plane in AR). - This is only supported with shadows from directional lights. +: Enables two-sided rendering and its capability to be toggled at run time. When set to `true`, + `culling` is automatically set to `none`; if the triangle is back-facing, the triangle's + normal is flipped to become front-facing. When explicitly set to `false`, this allows the + double-sidedness to be toggled at run time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON material { - name : "Invisible shadow plane", - shadingModel : unlit, - shadowMultiplier : true, - blending : transparent + name : "Double sided material", + shadingModel : lit, + doubleSided : true } fragment { void material(inout MaterialInputs material) { prepareMaterial(material); - // baseColor defines the color and opacity of the final shadow - material.baseColor = vec4(0.0, 0.0, 0.0, 0.7); + material.baseColor = materialParams.albedo; } } ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~