8 Commits

Author SHA1 Message Date
Hugo Locurcio
721603d902 Merge pull request #10714 from Calinou/custom-postprocessing-update-anchors
Update instructions on setting Full Rect anchor in Custom post-processing
2025-02-26 21:34:14 -05:00
tetrapod00
76bcb140d4 Consistently use "built-in" and "built into", avoid "builtin" and "built-in to" 2024-11-08 17:28:29 -08:00
Hugo Locurcio
9773552257 Emphasize the importance of mipmaps for textureLod() in Screen-reading shaders
This also mentions that reading the normal/roughness buffer is only
currently supported in Forward+.
2023-10-26 02:32:37 +02:00
tetrapod
bbb9f3efb8 Add link to "Environment and Post-Processing" from "Custom Post-Processing" 2023-10-08 20:47:30 -07:00
SaumyaBhushan
8b52c0b026 Misspelling in 'Custom post-processing' shader code 2023-03-11 21:09:53 +05:30
clayjohn
8bf41b6ef1 Document how to use screen space textures using uniform hints 2023-02-26 14:17:23 -08:00
Roland Marchand
245975f4aa Rewrote the custom post-processing shader tutorial
The original method of applying shaders to viewports did not work in practice. It was also too complicated. This new way of doing it with CanvasLayers works well and is easy to implement.
I reorganised the information to improve the information flow and readability, and to reduce redundancy.
I replaced the original cube example with a sheep sprite. While the original tutorial claimed to be in 2D, the example cubes were in 3D, which was confusing. Also, sheep are more engaging than cubes.
I replaced the the Sobel filter example with an hex pixelization example, because in practice applying a Sobel filter to a frame often makes it appear pure black. People trying out this filter may think it does not work. Removing the Sobel filter example also removes a note about the filter's implementation, saving space. In contrast, a pixelization filter works on nearly all images and makes for a more engaging and clear example.
2022-07-20 22:39:00 -04:00
Nathan Lovato
ad4c479d68 Rename shading section into shaders
Closes #4155
Closes #4154
2020-10-08 16:56:58 -06:00