Commit Graph

69 Commits

Author SHA1 Message Date
pixcai
ba72293880 Update spatial_shader.rst 2025-04-04 17:14:33 +08:00
tetrapod00
858c663ab1 Add note to use varyings to access builtins in shader pages 2025-02-02 13:00:12 -08:00
Hugo Locurcio
e43dd0821c Update list of spatial shader render modes for Godot 4.3
This also improves the documentation for existing render modes.
2025-01-25 18:42:57 +01:00
Ben
d251fe8442 Divide pi out of light color
This should have been updated in https://github.com/godotengine/godot-docs/pull/7568
2025-01-12 20:13:49 -08:00
tetrapod00
c4d3aa134a Standardize RST header syntax 2024-12-29 13:44:09 -08:00
Ryan
7c1eefda90 TIME is affected by time_scale 2024-12-07 21:14:22 -05:00
tetrapod00
f2ce3eee91 Standardize renderer names and terms 2024-11-29 13:26:48 -08:00
Chaosus
b1190d5371 Add SCREEN_UV shader built-in to spatial light shader 2024-11-26 21:43:29 +03:00
tetrapod00
6919723ae2 Clarify VERTEX and other shader built-ins 2024-11-13 14:11:45 -08:00
Flarkk
7c78f294be Clarify when fragcoord z is used as depth output 2024-10-31 16:36:48 +01:00
Chaosus
5320185f73 Fix typo in spatial_shader.rst 2024-10-25 14:13:23 +03:00
Chaosus
f93332bd75 Add CLIP_SPACE_FAR built-in description to spatial shaders 2024-10-25 14:04:23 +03:00
tetrapod00
4e02ee375a Standardize style within spatial_shader.rst, etc 2024-09-20 12:36:09 -07:00
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
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
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
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
clayjohn
34a89bb461 Add documentation for new LIGHT_VERTEX shader builtin 2024-04-26 16:01:38 -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
A Thousand Ships
bd6cc665a7 Fix incorrect uses of a/an 2024-03-29 15:14:27 +01:00
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
clayjohn
ba670f53b7 Add description for MAIN_CAM_INV_VIEW_MATRIX to spatial shader doc page 2024-02-09 17:51:59 -08:00
谢天
6177568e15 Update spatial_shader.rst to delete outdated light shader usage 2024-01-23 10:44:11 +08:00
谢天
d8f2ce6d6f Update spatial_shader.rst to mention godot use the same VIEW vector for both perspective and orthogonal cameras. 2024-01-03 11:52:08 +08:00
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
Thygrrr
bd7eb30f29 Update spatial_shader.rst
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
Milan Gruner
ed7b0374cc Add documentation for render mode fog_disabled and Disable Fog in BaseMaterial3D 2023-09-05 21:44:20 +02:00
Hugo Locurcio
f57bdb3758 Document LIGHT_COLOR being multiplied by PI in Spatial shader 2023-06-26 10:12:28 +02:00
Curry
a86f24f098 Update spatial_shader.rst
Changes WORLD_NORMAL_MATRIX to MODEL_NORMAL_MATRIX
2023-06-14 04:25:16 +10:00
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
Tom McLean
78b978c9bd Fix references to DEPTH_TEXTURE and SCREEN_TEXTURE (#7119)
* Fix references to DEPTH_TEXTURE

---------

Co-authored-by: Clay John <claynjohn@gmail.com>
2023-04-07 18:32:25 +02:00
Hugo Locurcio
96eb7d05ff Document SDFGI sharp reflections only working on opaque materials
Transparent materials only use rough reflections, likely for
performance reasons.
2023-03-24 21:08:25 +01:00
Hugo Locurcio
9286f1b466 Remove references to removed GLES2 backend
- Update FAQ to remove issues resolved in 4.0, and add more advice
  on resolving VRR flicker issues.
2023-03-11 02:55:30 +01:00
Andreas Raddau
91d77a80fa Fixed description for fragment shader VIEW built-in 2023-03-02 13:40:05 +01:00
clayjohn
8bf41b6ef1 Document how to use screen space textures using uniform hints 2023-02-26 14:17:23 -08:00
Hugo Locurcio
513b1792c3 Clarify limitations of transparent materials in Spatial shaders 2023-02-24 02:33:20 +01:00
addmix
b865eb2959 Fixed typo in spatial shader reference. 2023-01-31 13:54:51 -07:00
Nông Văn Tình
f133c1ce64 Mention DEPTH must be set in all branches in Spatial shaders (#6429)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-11-28 22:50:45 +01:00
Patrick
c298b8f494 Typo fix and add forgotten built-in for spatial shader docs
Added the . at the end of the built-ins I forgot and the built-ins CAMERA_DIRECTIOON_WORLD for the fragment built-ins
2022-09-07 19:49:10 +02:00