Explain the start and process functions for particle shaders

Add references in the particle shader doc and the migration guide
This commit is contained in:
clayjohn
2023-03-15 13:40:46 -07:00
parent ec143f7bbc
commit 0c8c8feb72
2 changed files with 18 additions and 21 deletions

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