mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Cleanup uses of double spaces between words or after punctuation
This commit is contained in:
@@ -79,7 +79,7 @@ Reuse Shaders and Materials
|
||||
The Godot renderer is a little different to what is out there. It's designed to
|
||||
minimize GPU state changes as much as possible. :ref:`StandardMaterial3D
|
||||
<class_StandardMaterial3D>` does a good job at reusing materials that need similar
|
||||
shaders. if custom shaders are used, make sure to reuse them as much as
|
||||
shaders. If custom shaders are used, make sure to reuse them as much as
|
||||
possible. Godot's priorities are:
|
||||
|
||||
- **Reusing Materials:** The fewer different materials in the
|
||||
|
||||
@@ -115,7 +115,7 @@ the wave making it look like a wave is moving along the fish.
|
||||
.. image:: img/wave.gif
|
||||
|
||||
The last motion is the twist, which is a panning roll along the spine. Similarly to the pivot,
|
||||
we first construct a rotation matrix.
|
||||
we first construct a rotation matrix.
|
||||
|
||||
.. code-block:: glsl
|
||||
|
||||
@@ -141,7 +141,7 @@ If we apply all these motions one after another, we get a fluid jelly-like motio
|
||||
Normal fish swim mostly with the back half of their body. Accordingly, we need to limit the
|
||||
panning motions to the back half of the fish. To do this, we create a new variable, ``mask``.
|
||||
|
||||
``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` at the end using
|
||||
``mask`` is a float that goes from ``0`` at the front of the fish to ``1`` at the end using
|
||||
``smoothstep`` to control the point at which the transition from ``0`` to ``1`` happens.
|
||||
|
||||
.. code-block:: glsl
|
||||
@@ -229,7 +229,7 @@ MultiMeshInstance.
|
||||
|
||||
.. note:: If performance is an issue for you, try running the scene with GLES2 or with fewer fish.
|
||||
|
||||
Notice how all the fish are all in the same position in their swim cycle? It makes them look very
|
||||
Notice how all the fish are all in the same position in their swim cycle? It makes them look very
|
||||
robotic. The next step is to give each fish a different position in the swim cycle so the entire
|
||||
school looks more organic.
|
||||
|
||||
|
||||
@@ -49,7 +49,7 @@ Then add the following two functions:
|
||||
}
|
||||
|
||||
These functions come from the default :ref:`ParticlesMaterial <class_ParticlesMaterial>`.
|
||||
They are used to generate a random number from each particle's ``RANDOM_SEED``.
|
||||
They are used to generate a random number from each particle's ``RANDOM_SEED``.
|
||||
|
||||
A unique thing about particle shaders is that some built-in variables are saved across frames.
|
||||
``TRANSFORM``, ``COLOR``, and ``CUSTOM`` can all be accessed in the Spatial shader of the mesh, and
|
||||
|
||||
Reference in New Issue
Block a user