From 0d1d5735eedd1545673921581cf7bd17c0f537d8 Mon Sep 17 00:00:00 2001 From: Mara Huldra <43048142+vmedea@users.noreply.github.com> Date: Fri, 2 Dec 2022 23:17:35 +0100 Subject: [PATCH] Replace all uses of `hint_color`/`hint_albedo` with `source_color` (#6450) --- tutorials/shaders/making_trees.rst | 4 ++-- tutorials/shaders/shader_reference/shading_language.rst | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/tutorials/shaders/making_trees.rst b/tutorials/shaders/making_trees.rst index 173c6f761..6e95c545a 100644 --- a/tutorials/shaders/making_trees.rst +++ b/tutorials/shaders/making_trees.rst @@ -45,8 +45,8 @@ This is a spatial shader. There is no front/back culling (so leaves can be seen .. code-block:: glsl - uniform sampler2D texture_albedo : hint_albedo; - uniform vec4 transmission : hint_color; + uniform sampler2D texture_albedo : source_color; + uniform vec4 transmission : source_color; Here, the texture is read, as well as a transmission color, which is used to add some back-lighting to the leaves, simulating subsurface scattering. diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index ed39139c8..a58286579 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -750,7 +750,7 @@ used, and how the editor should allow users to modify it. uniform vec4 other_color : source_color = vec4(1.0); It's important to understand that textures that are supplied as color require -hints for proper sRGB->linear conversion (i.e. ``hint_albedo``), as Godot's 3D +hints for proper sRGB->linear conversion (i.e. ``source_color``), as Godot's 3D engine renders in linear color space. Full list of hints below: