Convert SpatialMaterial references to StandardMaterial3D.

This commit is contained in:
Marcel Admiraal
2020-04-19 17:13:04 +01:00
parent a53ab27329
commit a865a960f7
13 changed files with 29 additions and 29 deletions

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@@ -7,7 +7,7 @@ Introduction
------------
For the most common cases, Godot provides ready to use materials for
most types of shaders, such as :ref:`SpatialMaterial <class_SpatialMaterial>`,
most types of shaders, such as :ref:`StandardMaterial3D <class_StandardMaterial3D>`,
:ref:`CanvasItemMaterial <class_CanvasItemMaterial>` and :ref:`ParticlesMaterial <class_ParticlesMaterial>`.
They are flexible implementations that cover most use cases.
@@ -69,7 +69,7 @@ your visual shader to a text shader.
Converting to ShaderMaterial
----------------------------
It is possible to convert from SpatialMaterial, CanvasItemMaterial and
It is possible to convert from StandardMaterial3D, CanvasItemMaterial and
ParticlesMaterial to ShaderMaterial. To do so, go to the material properties
and select the convert option.
@@ -77,5 +77,5 @@ and select the convert option.
.. note::
Using the convert option will turn the SpatialMaterial into a ShaderMaterial
Using the convert option will turn the StandardMaterial3D into a ShaderMaterial
with a text shader, not a visual shader.

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@@ -58,7 +58,7 @@ Global built-ins are available everywhere, including custom functions.
Vertex built-ins
^^^^^^^^^^^^^^^^
In order to use the ``COLOR`` variable in a SpatialMaterial, set ``use_vertex_as_albedo``
In order to use the ``COLOR`` variable in a StandardMaterial3D, set ``use_vertex_as_albedo``
to ``true``. In a ShaderMaterial, access it with the ``COLOR`` variable.
+---------------------------------+-------------------------------------------------------------------------------------+

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@@ -141,7 +141,7 @@ when you are looking at the surface head-on or at a glancing angle.
float fresnel = sqrt(1.0 - dot(NORMAL, VIEW));
And mix it into both ``ROUGHNESS`` and ``ALBEDO``. This is the benefit of ShaderMaterials over
SpatialMaterials. With SpatialMaterials, we could set these properties with a texture, or to a flat
StandardMaterial3Ds. With StandardMaterial3D, we could set these properties with a texture, or to a flat
number. But with shaders we can set them based on any mathematical function that we can dream up.