From dc48722352dbad1eb8cf82f42eb2dc4d8700fc4d Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 14 Nov 2022 23:20:19 +0100 Subject: [PATCH] Document SSR not working with `SCREEN_TEXTURE`/`DEPTH_TEXTURE` (#6382) closes https://github.com/godotengine/godot/issues/44339 --- tutorials/3d/environment_and_post_processing.rst | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 6c803480e..62b4db702 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -241,7 +241,9 @@ A few user-controlled parameters are available to better tweak the technique: - **Depth Tolerance** can be used for screen-space-ray hit tolerance to gaps. The bigger the value, the more gaps will be ignored. - **Roughness** will apply a screen-space blur to approximate roughness in objects with this material characteristic. -Keep in mind that screen-space-reflections only work for reflecting opaque geometry. Transparent objects can't be reflected. +Keep in mind that screen-space-reflections only work for reflecting opaque +geometry. Transparent materials won't be reflected, as they don't write to the depth buffer. +This also applies to shaders that use ``SCREEN_TEXTURE`` or ``DEPTH_TEXTURE``. Screen-Space Ambient Occlusion (SSAO) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^