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Explain the start and process functions for particle shaders
Add references in the particle shader doc and the migration guide
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@@ -505,14 +505,12 @@ Godot 3.x, you will have to change its code to call :ref:`class_RenderingServer`
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methods that affect environment effects' quality. Only the "base" toggle of each
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environment effect and its visual knobs remain within the Environment resource.
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Updating external shaders
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^^^^^^^^^^^^^^^^^^^^^^^^^
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Updating shaders
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^^^^^^^^^^^^^^^^
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**Only shaders that are built-in to a scene file are modified by the project
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upgrade tool.** This means external shaders (saved to ``.gdshader`` files)
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need to be updated manually.
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There have been some changes to shaders that aren't covered by the upgrade tool.
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The ``.shader`` file extension is also no longer supported, which means you must
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The ``.shader`` file extension is no longer supported, which means you must
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rename ``.shader`` files to ``.gdshader`` and update references accordingly in
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scene/resource files using an external text editor.
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@@ -521,7 +519,9 @@ Some notable renames you will need to perform in shaders are:
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- Texture filter and repeat modes are now set on individual uniforms, rather
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than the texture files themselves.
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- ``hint_albedo`` is now ``source_color``.
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- :ref:`Projection matrix variables were renamed. <doc_spatial_shader>`
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- :ref:`Built in matrix variables were renamed. <doc_spatial_shader>`
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- Particles shaders no longer use the ``vertex()`` processor function. Instead
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they use ``start()`` and ``process()``.
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See :ref:`doc_shading_language` for more information.
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