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Merge pull request #7311 from Calinou/spatial-material-refraction-limitations-3.6
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@@ -181,7 +181,7 @@ Editor
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- Dithering can be determined on a per-pixel or per-object basis.
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- *GLES3:* Parallax/relief mapping with automatic level of detail based on distance.
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- *GLES3:* Sub-surface scattering and transmittance.
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- *GLES3:* Refraction with support for material roughness (resulting in blurry refraction).
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- *GLES3:* Screen-space refraction with support for material roughness (resulting in blurry refraction).
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On GLES2, refraction is still functional but lacks support for material roughness.
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- *GLES3:* Proximity fade (soft particles).
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@@ -484,8 +484,31 @@ When refraction is enabled, it supersedes alpha blending, and Godot attempts to
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fetch information from behind the object being rendered instead. This allows
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distorting the transparency in a way similar to refraction in real life.
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Remember to use a transparent albedo texture (or reduce the albedo color's alpha
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channel) to make refraction visible, as refraction relies on transparency to
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have a visible effect.
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A normal map can optionally be specified in the **Refraction Texture** property
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to allow distorting the refraction's direction on a per-pixel basis.
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.. image:: img/spatial_material23.png
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.. note::
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Refraction is implemented as a screen-space effect and forces the material
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to be transparent. This makes the effect relatively fast, but this results
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in some limitations:
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- :ref:`Transparency sorting <doc_3d_rendering_limitations_transparency_sorting>`
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issues may occur.
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- The refractive material cannot refract onto itself, or onto other
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transparent materials. A refractive material behind another transparent
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material will be invisible.
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- Off-screen objects cannot appear in the refraction. This is most
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noticeable with high refraction strength values.
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- Opaque materials in front of the refractive material will appear to have
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"refracted" edges, even though they shouldn't.
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Detail
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~~~~~~
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