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;
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~