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Document the generation source used for SDF in CanvasItem shaders
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@@ -170,6 +170,8 @@ of the Light2D base class:
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depending on the other nodes' enabled visual layers **Occluder Light Mask**.
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This can be used to prevent certain objects from receiving light.
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.. _doc_2d_lights_and_shadows_setting_up_shadows:
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Setting up shadows
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------------------
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@@ -200,7 +200,7 @@ Light built-ins
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Light processor functions work differently in Godot 4.x than they did in Godot
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3.x. In Godot 4.x all lighting is done during the regular draw pass. In other
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words, Godot no longer draws the object again for each light.
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words, Godot no longer draws the object again for each light.
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Use render_mode ``unshaded`` if you do not want the light processor function to
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run. Use render_mode ``light_only`` if you only want to see the impact of
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@@ -264,8 +264,14 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
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SDF functions
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^^^^^^^^^^^^^
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There are a few additional functions implemented to support an SDF (Signed Distance Field) feature.
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They are available for Fragment and Light functions of CanvasItem shader.
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There are a few additional functions implemented to sample an automatically
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generated Signed Distance Field texture. These functions available for Fragment
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and Light functions of CanvasItem shaders.
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The signed distance field is generated from :ref:`class_LightOccluder2D` nodes
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present in the scene with the **SDF Collision** property enabled (which is the
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default). See the :ref:`2D lights and shadows <doc_2d_lights_and_shadows_setting_up_shadows>`
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documentation for more information.
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+-----------------------------------------------+----------------------------------------+
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| Function | Description |
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