Remove shader materials page

This commit is contained in:
skyace65
2025-02-05 18:34:51 -05:00
parent fd34a007ba
commit 1a4ba56b0f
10 changed files with 16 additions and 82 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 9.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 8.7 KiB

View File

@@ -10,7 +10,6 @@ Shaders
introduction_to_shaders
shader_reference/index
your_first_shader/index
shader_materials
visual_shaders
compute_shaders
screen-reading_shaders

View File

@@ -1,81 +0,0 @@
.. _doc_shader_materials:
Shader materials
================
Introduction
------------
For the most common cases, Godot provides ready to use materials for
most types of shaders, such as :ref:`StandardMaterial3D <class_StandardMaterial3D>`,
:ref:`CanvasItemMaterial <class_CanvasItemMaterial>` and :ref:`ParticleProcessMaterial <class_ParticleProcessMaterial>`.
They are flexible implementations that cover most use cases.
Shader materials allow writing a custom shader directly, for maximum flexibility.
Examples of this are:
- Create procedural textures.
- Create complex texture blending effects.
- Create animated materials, or materials that change over time.
- Create refractive effects or other advanced effects.
- Create special lighting shaders for more exotic materials.
- Animate vertices, like tree leaves or grass.
- Create custom particle code.
- And much more!
Godot provides built-in functionality to make frequent operations
easier. Additionally, Godot's shader editor will detect errors as you
type, so you can see your edited shaders in real-time. It is also
possible to edit shaders using a visual, node-based graph editor.
Creating a ShaderMaterial
-------------------------
Create a new ShaderMaterial in some object of your choice. Go to the
"Material" property and create a ShaderMaterial.
.. image:: img/shader_material_create.png
Next, click on the shader material to see its properties. From here you
can create a shader or visual shader. Regular shaders use code to set
their properties while a visual shader uses a node based workflow.
If you need to you can convert a visual shader to a text shader.
However you can't convert a text shader to a visual shader.
Choose one of them and you can start editing your shader.
.. image:: img/shader_create.png
If you create a regular shader click on it and the shader editor will open.
.. image:: img/shader_material_editor.png
If you create a visual shader the visual shader editor will open automatically.
.. image:: img/visual_shader_editor.png
In the visual shader editor you can click a button and see what your visual
shader looks like as shader code. This can be useful if you're trying to
replicate a text shader as nodes, or it can be used as a preview for converting
your visual shader to a text shader.
.. image:: img/visual_shader_code.png
.. note::
To learn more about visual shaders, read :ref:`doc_visual_shaders`.
Converting to ShaderMaterial
----------------------------
It is possible to convert from StandardMaterial3D, CanvasItemMaterial and
ParticleProcessMaterial to ShaderMaterial. To do so, go to the material properties
and select the convert option.
.. image:: img/shader_material_convert.png
.. note::
Using the convert option will turn the StandardMaterial3D into a ShaderMaterial
with a text shader, not a visual shader.

View File

@@ -53,6 +53,14 @@ you are writing a CanvasItem Shader or a Spatial Shader and it previews the
output of spatial shaders. So what you are seeing is the output of the default
Spatial Shader.
.. note::
Materials that inherit from the :ref:`class_Material` resource, such as :ref:`class_StandardMaterial3D`
and :ref:`class_ParticleProcessMaterial`, can be converted to a :ref:`class_ShaderMaterial`
and their existing properties will be converted to an accompanying text shader.
To do so, right-click on the material in the FileSystem dock and choose
**Convert to ShaderMaterial**. You can also do so by right-clicking on any
property holding a reference to the material in the inspector.
Click beside "Shader" and select "New Shader". Finally, click on the shader
you just created and the shader editor will open. You are now ready to begin writing
your first shader.

View File

@@ -92,6 +92,14 @@ surface, so instead of an array of materials there is only one. Set the
**Material** to a new ShaderMaterial, then expand the material by clicking on
the sphere that appears.
.. note::
Materials that inherit from the :ref:`class_Material` resource, such as :ref:`class_StandardMaterial3D`
and :ref:`class_ParticleProcessMaterial`, can be converted to a :ref:`class_ShaderMaterial`
and their existing properties will be converted to an accompanying text shader.
To do so, right-click on the material in the FileSystem dock and choose
**Convert to ShaderMaterial**. You can also do so by right-clicking on any
property holding a reference to the material in the inspector.
Now set the material's **Shader** to a new Shader by clicking ``<empty>`` and
select **New Shader...**. Leave the default settings, give your shader a name,
and click **Create**.