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Merge pull request #99676 from BlueCube3310/tex-import-vram-specified
Add Channel Remap settings to ResourceImporterTexture
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@@ -73,6 +73,62 @@
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<member name="mipmaps/limit" type="int" setter="" getter="" default="-1">
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Unimplemented. This currently has no effect when changed.
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</member>
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<member name="process/channel_remap/alpha" type="int" setter="" getter="" default="3">
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Specifies the data source of the output image's alpha channel.
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[b]Red:[/b] Use the values from the source image's red channel.
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[b]Green:[/b] Use the values from the source image's green channel.
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[b]Blue:[/b] Use the values from the source image's blue channel.
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[b]Alpha:[/b] Use the values from the source image's alpha channel.
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[b]Red Inverted:[/b] Use inverted values from the source image's red channel ([code]1.0 - R[/code]).
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[b]Green Inverted:[/b] Use inverted values from the source image's green channel ([code]1.0 - G[/code]).
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[b]Blue Inverted:[/b] Use inverted values from the source image's blue channel ([code]1.0 - B[/code]).
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[b]Alpha Inverted:[/b] Use inverted values from the source image's alpha channel ([code]1.0 - A[/code]).
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[b]Unused:[/b] Set the color channel's value to the default ([code]1.0[/code] for alpha, [code]0.0[/code] for red, green or blue).
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[b]Zero:[/b] Set the color channel's value to [code]0.0[/code].
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[b]One:[/b] Set the color channel's value to [code]1.0[/code].
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</member>
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<member name="process/channel_remap/blue" type="int" setter="" getter="" default="2">
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Specifies the data source of the output image's blue channel.
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[b]Red:[/b] Use the values from the source image's red channel.
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[b]Green:[/b] Use the values from the source image's green channel.
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[b]Blue:[/b] Use the values from the source image's blue channel.
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[b]Alpha:[/b] Use the values from the source image's alpha channel.
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[b]Red Inverted:[/b] Use inverted values from the source image's red channel ([code]1.0 - R[/code]).
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[b]Green Inverted:[/b] Use inverted values from the source image's green channel ([code]1.0 - G[/code]).
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[b]Blue Inverted:[/b] Use inverted values from the source image's blue channel ([code]1.0 - B[/code]).
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[b]Alpha Inverted:[/b] Use inverted values from the source image's alpha channel ([code]1.0 - A[/code]).
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[b]Unused:[/b] Set the color channel's value to the default ([code]1.0[/code] for alpha, [code]0.0[/code] for red, green or blue).
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[b]Zero:[/b] Set the color channel's value to [code]0.0[/code].
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[b]One:[/b] Set the color channel's value to [code]1.0[/code].
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</member>
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<member name="process/channel_remap/green" type="int" setter="" getter="" default="1">
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Specifies the data source of the output image's green channel.
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[b]Red:[/b] Use the values from the source image's red channel.
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[b]Green:[/b] Use the values from the source image's green channel.
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[b]Blue:[/b] Use the values from the source image's blue channel.
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[b]Alpha:[/b] Use the values from the source image's alpha channel.
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[b]Red Inverted:[/b] Use inverted values from the source image's red channel ([code]1.0 - R[/code]).
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[b]Green Inverted:[/b] Use inverted values from the source image's green channel ([code]1.0 - G[/code]).
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[b]Blue Inverted:[/b] Use inverted values from the source image's blue channel ([code]1.0 - B[/code]).
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[b]Alpha Inverted:[/b] Use inverted values from the source image's alpha channel ([code]1.0 - A[/code]).
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[b]Unused:[/b] Set the color channel's value to the default ([code]1.0[/code] for alpha, [code]0.0[/code] for red, green or blue).
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[b]Zero:[/b] Set the color channel's value to [code]0.0[/code].
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[b]One:[/b] Set the color channel's value to [code]1.0[/code].
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</member>
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<member name="process/channel_remap/red" type="int" setter="" getter="" default="0">
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Specifies the data source of the output image's red channel.
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[b]Red:[/b] Use the values from the source image's red channel.
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[b]Green:[/b] Use the values from the source image's green channel.
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[b]Blue:[/b] Use the values from the source image's blue channel.
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[b]Alpha:[/b] Use the values from the source image's alpha channel.
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[b]Red Inverted:[/b] Use inverted values from the source image's red channel ([code]1.0 - R[/code]).
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[b]Green Inverted:[/b] Use inverted values from the source image's green channel ([code]1.0 - G[/code]).
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[b]Blue Inverted:[/b] Use inverted values from the source image's blue channel ([code]1.0 - B[/code]).
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[b]Alpha Inverted:[/b] Use inverted values from the source image's alpha channel ([code]1.0 - A[/code]).
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[b]Unused:[/b] Set the color channel's value to the default ([code]1.0[/code] for alpha, [code]0.0[/code] for red, green or blue).
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[b]Zero:[/b] Set the color channel's value to [code]0.0[/code].
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[b]One:[/b] Set the color channel's value to [code]1.0[/code].
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</member>
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<member name="process/fix_alpha_border" type="bool" setter="" getter="" default="true">
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If [code]true[/code], puts pixels of the same surrounding color in transition from transparent to opaque areas. For textures displayed with bilinear filtering, this helps to reduce the outline effect when exporting images from an image editor.
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It's recommended to leave this enabled (as it is by default), unless this causes issues for a particular image.
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@@ -86,7 +142,7 @@
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Some HDR panorama images you can find online may contain extremely bright pixels, due to being taken from real life sources without any clipping.
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While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Godot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this.
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</member>
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<member name="process/normal_map_invert_y" type="bool" setter="" getter="" default="false">
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<member name="process/normal_map_invert_y" type="bool" setter="" getter="" default="false" deprecated="The same result can be achieved by setting [member process/channel_remap/green] to [code]Green Inverted[/code].">
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If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ (OpenGL-style) by inverting its green color channel. This is the normal map convention expected by Godot.
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More information about normal maps (including a coordinate order table for popular engines) can be found [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]here[/url].
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</member>
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