Nitwel
2704978dbd
Entering transparent pipeline when reading ALPHA
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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 99da9754d1 )
2024-07-24 21:03:07 +02:00
jsjtxietian
b2599b7b86
Mention that user is responsible for POSITION value when it's written to anywhere in the shader
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(cherry picked from commit f6ddd71040 )
2024-07-24 21:02:51 +02:00
xXAdrXx
265e537b95
Add CAMERA_VISIBLE_LAYERS to spatial shader docs ( #9244 )
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(cherry picked from commit 7c8f2cb5ef )
2024-07-24 21:01:33 +02:00
Radiant
0214f6bc85
make mat4 consistent with vec4 ( #9298 )
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(cherry picked from commit 348be5b0e0 )
2024-07-24 21:00:49 +02:00
dawei-wang
ebfaa41b66
Complete the example for "skip_vertex_transform"
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Fix godotengine/godot-docs#9108
(cherry picked from commit ec274eb46a )
2024-07-24 20:56:28 +02:00
Ricardo Buring
509095d65f
Clarify per-instance uniforms are not supported in the Compatibility renderer
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(cherry picked from commit 60e05c8ef4 )
2024-07-24 20:55:30 +02:00
Samuel Ammonius
4b8fbb8939
Update canvas_item_shader.rst
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I tested it and it is upper left, not lower left.
This is the CanvasItem shader I used to test it:
shader_type canvas_item;
void fragment() {
if(distance(FRAGCOORD.xy, vec2(40, 40)) < 30.0)
COLOR = vec4(1,0,0,1);
else
COLOR = vec4(0,0,0,1);
}
(cherry picked from commit b71cec668a )
2024-07-24 20:31:40 +02:00
Matthew
e7ab8017e9
Merge pull request #9006 from alitnk/patch-1
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docs: typo in `spatial_shader.rst`
(cherry picked from commit 94d114a418 )
2024-07-24 20:28:44 +02:00
Max Hilbrunner
6e45b859f9
Merge pull request #9050 from skyace65/SkyRadians
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Change degress to radians for sky shader built in
(cherry picked from commit 2f1c8a79f9 )
2024-05-07 12:55:52 +02:00
Max Hilbrunner
89eba76d18
Merge pull request #8818 from jsjtxietian/patch-5
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Update spatial_shader.rst to delete outdated light shader usage
2024-01-25 10:24:26 +01:00
Max Hilbrunner
c9c73be72d
Merge pull request #8708 from jsjtxietian/patch-2
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Update spatial_shader.rst to mention godot use the same VIEW vector for both perspective and orthogonal cameras.
2024-01-25 10:00:48 +01:00
Matthew
fb31598828
Merge pull request #8669 from jsjtxietian/patch-1
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Update textureQueryLevels to mention it returns 1 when the texture is unassigned
2024-01-25 09:56:03 +01:00
Matthew
6c79237950
Merge pull request #8635 from Calinou/shading-language-fix-classref-link
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Fix per-instance shader parameter classref link in Shading language
2024-01-25 09:54:27 +01:00
AveMo
6b7c76f6e9
Removed reference to 'DEPTH' in CanvasItem shaders ( #8616 )
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* Remove 'DEPTH' constant from CanvasItem shaders
* Re-added Origin mention
2024-01-25 09:39:18 +01:00
Max Hilbrunner
37a5a9b4f7
Merge pull request #8506 from clayjohn/shaders-CI-particles
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Update shader reference pages for canvas_item shaders and particle shaders for 4.2
2023-11-23 13:08:04 +01:00
clayjohn
da93553be2
Update shader reference pages for canvas_item shaders and particle shaders for 4.2
2023-11-21 11:43:36 -07:00
tetrapod
ab5bba9dfe
Removed specular_phong and specular_blinn from spatial_shader.rst
2023-11-19 22:29:25 -08:00
Pikario
b65d7cab1b
Update the default diffuse mode
2023-11-13 23:34:58 +01:00
kleonc
be0806bbc0
Document VERTEX_ID, INSTANCE_ID built-ins for canvas_item vertex shader
2023-11-02 12:35:45 +01:00
Hugo Locurcio
2b3c3c3ef4
Document source_color shader hint being relevant for 2D HDR
2023-11-01 19:25:04 +01:00
Hugo Locurcio
9773552257
Emphasize the importance of mipmaps for textureLod() in Screen-reading shaders
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This also mentions that reading the normal/roughness buffer is only
currently supported in Forward+.
2023-10-26 02:32:37 +02:00
Jan Thomä
c490d5ede6
fix: vertex coordinates are in canvas space
2023-10-19 17:37:03 +02:00
Max Hilbrunner
20a6f9ea14
Merge pull request #8069 from kb173/master
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Add instructions on sky shader optimization
2023-10-03 23:57:21 +02:00
Hex-4
37a96ba407
Close #7690 (add info for shader hints and default values) ( #8117 )
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* add comment for default values
* Add a line telling where the default value goes
---------
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2023-10-02 10:57:16 +02:00
LandscapeLab Office
d1fc885543
Add instructions on sky shader optimization
2023-09-27 14:16:05 +02:00
Rémi Verschelde
adbab1482c
Merge pull request #6979 from JohanAR/shaderpp_concat
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Add concatenation to shader preprocessor
2023-09-27 10:51:36 +02:00
Max Hilbrunner
a766184cf1
Merge pull request #8015 from thygrrr/shader-example-lighting-fix
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Update spatial_shader.rst
2023-09-27 03:04:25 +02:00
Luna
0fe7ff833e
Fixed typos in several doc files ( #8002 )
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* Fixed typos in
- c_sharp_differences.rst
- debugger_panel.rst
- gdextension_cpp_example.rst
- gui_using_fonts.rst
- openxr_hand_tracking.rst
- overview_of_debugging_tools.rst
- setting_up_xr.rst
- shading_language.rst
- the_profiler.rst
- your_second_3d_shader.rst
* Update tutorials/shaders/shader_reference/shading_language.rst
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
* PR Feedback
---------
Co-authored-by: Luna <2650849-Lunalicious@users.noreply.gitlab.com >
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2023-09-25 00:41:33 +02:00
Thygrrr
bd7eb30f29
Update spatial_shader.rst
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The reference page suggests a very unfortunate lighting function that modulades the color values in ALBEDO again. This does not seem representative of the shading model.
Also, it omitted LIGHT_COLOR; repalcing the ALBEDO term with LIGHT_COLOR gives a much more expected diffuse lighting example.
2023-09-23 13:00:40 +02:00
Max Hilbrunner
8b4cc3b229
Merge pull request #7897 from TidB/master
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Fix SIZE built-in in fog shader reference
2023-09-13 04:16:06 +02:00
TidB
4d22f09704
Fix SIZE built-in in fog shader reference
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It has been renamed from EXTENTS; while its description was completely unrelated (copied from the sky shader reference)
2023-09-09 14:39:15 +02:00
Milan Gruner
ed7b0374cc
Add documentation for render mode fog_disabled and Disable Fog in BaseMaterial3D
2023-09-05 21:44:20 +02:00
Johan Aires Rastén
d3f86dc941
Add concatenation to shader preprocessor
2023-08-16 16:42:09 +02:00
Max Hilbrunner
1442ace7a5
Merge pull request #7560 from cridenour/patch-1
2023-07-18 13:43:49 +02:00
Max Hilbrunner
fa01e18ae3
Merge pull request #7655 from Calinou/fix-backticks
2023-07-18 13:21:11 +02:00
Bruno
ca634145ac
Update particle_shader.rst
2023-07-18 00:31:49 -06:00
Bruno
f2bfa933a2
Update tutorials/shaders/shader_reference/particle_shader.rst
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Co-authored-by: Clay John <claynjohn@gmail.com >
2023-07-17 22:59:00 -06:00
Bruno
a88b6888b7
add USERDATA* built in reference
2023-07-17 00:43:33 -06:00
Hugo Locurcio
df904137db
Fix incorrect usage of backticks in various pages
2023-07-14 19:31:01 +02:00
Matthew
d3d680729e
Merge pull request #7561 from Calinou/spatial-shader-light-color-pi-multiplier
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Document `LIGHT_COLOR` being multiplied by `PI` in Spatial shader
2023-07-05 20:10:53 -04:00
ffernn
2076e147c2
Added sky and fog shaders the the "Built-in variables" section
2023-06-28 17:47:02 +10:00
Hugo Locurcio
f57bdb3758
Document LIGHT_COLOR being multiplied by PI in Spatial shader
2023-06-26 10:12:28 +02:00
Chris Ridenour
2bea88b4ea
Fix OBJECT_POSITION description to match engine behavior.
2023-06-25 23:34:26 -04:00
Curry
a86f24f098
Update spatial_shader.rst
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Changes WORLD_NORMAL_MATRIX to MODEL_NORMAL_MATRIX
2023-06-14 04:25:16 +10:00
bitsawer
b3db4c16b4
Update pygments to 2.15.1 and restore fixed shader syntax highlighting
2023-05-29 17:53:09 +03:00
Alex Es
c3cda2cf50
Update descriptions and types for CanvasItem built-ins ( #7283 )
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Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com >
2023-05-17 10:29:18 +02:00
Johan Aires Rastén
d3f0ec6c3a
Add SPECULAR_AMOUNT spatial light shader built-in
2023-05-04 09:45:05 +02:00
Johan
930ad1f77b
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders ( #7194 )
2023-04-26 10:23:20 -07:00
Max Hilbrunner
628d4f94d2
Complete render modes list in shaders docs
2023-04-14 03:19:55 +02:00
Bastiaan Olij
e36ef29eba
Add descriptions of multiview build-ins and EYE_OFFSET to shader reference
2023-04-14 02:47:57 +02:00