269 Commits

Author SHA1 Message Date
tetrapod00
4fd1d2377f Clarify COLOR and TEXTURE in CanvasItem shaders 2024-11-30 13:10:03 -08:00
Hugo Locurcio
c2d020610b Tweak constant example in Shading language to avoid referring to reserved PI 2024-11-30 13:01:29 -08:00
tetrapod00
f911b1310a Add note about uniform buffer size limit to Shading Language 2024-11-30 12:59:25 -08:00
Flarkk
203c5d7b3e Clarify when fragcoord z is used as depth output 2024-11-30 07:10:05 +01:00
Florent Guiocheau
9af9d35803 Fix shader language matrix row/col convention 2024-11-30 07:00:35 +01:00
tetrapod00
f2ea2014c1 Add warning about uninitialized variables in shaders
Adds a warning note to shading_language.rst. GDShader does not
initialize local variables to 0, and an uninitialized local variable can
contain an arbitrary value.
2024-11-30 06:57:38 +01:00
tetrapod00
5b4c353ee3 Add multiple renderer support to Advanced Postprocessing 2024-11-11 09:41:21 -08:00
Brian Huynh
4318740e6e Add notes on bit depth for ints and floats (#10028)
* Added notes on bit depth for ints and floats

Added a small note about the bit depth of integers and floats in Godot's shading language as it is not explicitly stated anywhere.

The bit depth of integer and floats in GDscript and Godot's shading language are different, which can cause problems with lost precision in calculations when integers are set from GDscript as floats/ints in GDscript are 64 bits instead of 32 bits (the standard in GLSL ES 3.0).

While most are unlikely to run into problems due to this difference in bit depth, it can cause mathematical errors in edge cases. As stated by previous contributors, no error will be thrown if types do not match while setting a shader uniform. This includes GDscript floats being set as Godot shader floats (which may not be intuitive).
2024-10-04 03:57:52 +02:00
tetrapod00
5801aacc81 Add example to advanced_postprocessing.rst
Adds a complete example. Also removes an unneeded varying.
2024-10-04 03:49:24 +02:00
Matthew
a00772a0d0 Merge pull request #9897 from FarzadBT/FarzadBT-patch-1
Add info to turn off preview sunlight before working with 3D shader lighting in 'Your first 3D shader'.
2024-10-04 03:46:20 +02:00
Sam Freed
63470c02d7 Fix out of date comment about depth buffer 2024-10-04 03:40:58 +02:00
tetrapod00
d603e62698 Fix compile error in advanced_postprocessing.rst 2024-08-31 03:26:16 +02:00
Matthew
6a61ee7632 Merge pull request #9735 from tetrapod00/spatial-custom-uvs
Update spatial_shaders.rst with CUSTOM0,1,2,3 descriptions (used for extra UVs)
2024-08-14 19:50:27 -04:00
Matthew
603f4dcd1a Merge pull request #9734 from tetrapod00/time-shader
Update description of shader variable TIME and add description to Fog, Particle, Sky, and Spatial shader pages
2024-08-14 19:47:02 -04:00
tetrapod00
27a205a9cc Update spatial_shaders.rst with CUSTOM0,1,2,3 descriptions. 2024-08-14 11:24:46 -07:00
tetrapod00
19dc2ff818 Add description of TIME to shader pages, add label to global uniform header
Added/changed description of TIME in CanvasItem, Fog, Particle, Sky, and Spatial shader pages. Description now links to other relevant docs pages. Added a label to the global uniform header of shading_languge.rst, so it can be cross referenced from elsewhere.
2024-08-10 17:39:44 -07:00
Hugo Locurcio
48df572ab9 Add cubemap template images to Importing images
Images were generated using
<https://github.com/Calinou/godot-cubemap-generator>.
2024-08-08 19:34:33 +02:00
Max Hilbrunner
7503ecbc46 Merge pull request #9400 from skyace65/VisualShader
Update VisualShader page for 4.3
2024-08-08 00:45:27 +02:00
Max Hilbrunner
25e2ae64aa Merge pull request #9690 from Calinou/advanced-postprocessing-unshaded-render-mode
Recommend `unshaded` render mode for quad in Advanced post-processing
2024-08-01 19:09:20 +02:00
skyace65
9050e076e7 Update docs for new TileMapLayer node 2024-08-01 07:06:12 -04:00
Hugo Locurcio
fdf310da93 Recommend unshaded render mode for quad in Advanced post-processing
This prevents the quad from being affected by lighting, while also
improving performance.
2024-08-01 03:37:28 +02:00
skyace65
5712db6da1 Update VisualShader page for 4.3 2024-07-26 21:50:13 -04:00
Hana - Piralein
88ee7438be Add description for custom vertex values
Co-Authored-By: Clay John <claynjohn@gmail.com>
2024-07-13 13:45:02 +02:00
谢天
42e8bda57c Clarify INV_VIEW_MATRIX and MAIN_CAM_INV_VIEW_MATRIX (#9544) 2024-07-09 21:14:16 -07:00
Yuri Rubinsky
a646c369c3 Fix some incorrect entries in shader built-ins 2024-06-19 09:45:40 +03:00
Yuri Rubinsky
bbf0b6ed6b Fix some incorrect entries in shader built-ins 2024-06-18 21:51:54 +03:00
Max Hilbrunner
204b091e81 Merge pull request #9466 from JeffHund/master
Add CSharp code example for SetShaderParameter()
2024-06-15 17:40:32 +02:00
Jeff
0ba9658f1f Add CSharp code example for SetShaderParameter() 2024-06-06 10:42:08 -05:00
A Thousand Ships
36e2351df2 Fix invalid indentation in various files 2024-06-06 16:16:45 +02:00
Max Hilbrunner
07b53d2253 Merge pull request #9326 from skyace65/ViewportTexture
Update using a viewport as a texture tutorial for 4.2
2024-06-05 06:23:33 +02:00
skyace65
74077e0edf Update using a viewport as a texture tutorial for 4.2 2024-05-18 21:23:24 -04:00
Max Hilbrunner
abda5a1cfa Merge pull request #9354 from Nitwel/patch-1
Entering transparent pipeline when reading ALPHA
2024-05-18 02:50:24 +02:00
jsjtxietian
f6ddd71040 Mention that user is responsible for POSITION value when it's written to anywhere in the shader 2024-05-14 11:46:41 +08:00
Nitwel
99da9754d1 Entering transparent pipeline when reading ALPHA
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.
2024-05-10 14:27:25 +02:00
xXAdrXx
7c8f2cb5ef Add CAMERA_VISIBLE_LAYERS to spatial shader docs (#9244) 2024-05-01 18:33:58 +02:00
Max Hilbrunner
63a9187c35 Merge pull request #9282 from clayjohn/light_vertex
Add documentation for new LIGHT_VERTEX shader builtin
2024-04-30 04:14:23 +02:00
Max Hilbrunner
800d867461 Merge pull request #9300 from Calinou/shading-language-doc-comments
Mention documentation comment support in Shading language
2024-04-30 04:13:22 +02:00
Radiant
348be5b0e0 make mat4 consistent with vec4 (#9298) 2024-04-29 11:48:13 -07:00
Hugo Locurcio
5d6dfe147d Mention documentation comment support in Shading language
This also updates the shaders style guide accordingly.
2024-04-29 20:08:37 +02:00
clayjohn
34a89bb461 Add documentation for new LIGHT_VERTEX shader builtin 2024-04-26 16:01:38 -07:00
skyace65
890e3899ea Fix dead link in shader style guide 2024-04-19 19:15:30 -04:00
clayjohn
a6a976b648 Add note about reverse z and update post processing doc to work with reverse z 2024-04-11 15:44:03 -07:00
dawei-wang
ec274eb46a Complete the example for "skip_vertex_transform"
Fix godotengine/godot-docs#9108
2024-04-05 13:18:47 -07:00
Ricardo Buring
60e05c8ef4 Clarify per-instance uniforms are not supported in the Compatibility renderer 2024-04-05 18:20:49 +02:00
A Thousand Ships
bd6cc665a7 Fix incorrect uses of a/an 2024-03-29 15:14:27 +01:00
Max Hilbrunner
0c172b3caa Merge pull request #8881 from sammonius/patch-1
Update canvas_item_shader.rst
2024-03-06 15:34:19 +01:00
skyace65
a427f644ed Change degress to radians for sky shader built in 2024-03-03 20:16:56 -05:00
Alireza Zamani
b7b875722a Update spatial_shader.rst 2024-02-22 23:55:06 +03:30
Alireza Zamani
c66e62337d docs: typo in spatial_shader.rst
Not 100% sure if this is a typo, but looks like one. Thank you.
2024-02-22 22:44:37 +03:30
Max Hilbrunner
8cf168e73d Merge pull request #8921 from paddy-exe/remove-references-vertex-particles-shader
Remove reference of ``vertex`` in particle shaders
2024-02-20 07:04:02 +01:00