From 2704978dbdf35b873b79e2ae685dd327fb25b1ea Mon Sep 17 00:00:00 2001 From: Nitwel Date: Fri, 10 May 2024 14:27:25 +0200 Subject: [PATCH] Entering transparent pipeline when reading ALPHA It's just a minor change, but I got confused on why the material was still using the transparent pipeline even though I removed all writes to ALPHA. So adding this should clarify things. (cherry picked from commit 99da9754d10412b2d1104cae02aeecbdb8f84cce) --- tutorials/shaders/shader_reference/spatial_shader.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 4f8d44e3e..ea44413a6 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -325,7 +325,7 @@ these properties, and if you don't write to them, Godot will optimize away the c +----------------------------------------+--------------------------------------------------------------------------------------------------+ | out vec3 **ALBEDO** | Albedo (default white). | +----------------------------------------+--------------------------------------------------------------------------------------------------+ -| out float **ALPHA** | Alpha (0..1); if written to, the material will go to the transparent pipeline. | +| out float **ALPHA** | Alpha (0..1); if read from or written to, the material will go to the transparent pipeline. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ | out float **ALPHA_SCISSOR_THRESHOLD** | If written to, values below a certain amount of alpha are discarded. | +----------------------------------------+--------------------------------------------------------------------------------------------------+