diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index 45eb9ba77..f3026d642 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -752,29 +752,33 @@ engine renders in linear color space. Full list of hints below: -+----------------------+------------------------------------------------+------------------------------------------------------+ -| Type | Hint | Description | -+======================+================================================+======================================================+ -| **vec3, vec4** | source_color | Used as color. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **int, float** | hint_range(min, max[, step]) | Restricted to values in a range (with min/max/step). | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | source_color | Used as albedo color. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | hint_normal | Used as normalmap. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | hint_default_white | As value or albedo color, default to white. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | hint_default_black | As value or albedo color, default to black. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | hint_anisotropy | As flowmap, default to right. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | hint_roughness[_r, _g, _b, _a, _normal, _gray] | | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | filter[_nearest, _linear][_mipmap][_aniso] | Enabled specified texture filtering. | -+----------------------+------------------------------------------------+------------------------------------------------------+ -| **sampler2D** | repeat[_enable, _disable] | Enabled texture repeating. | -+----------------------+------------------------------------------------+------------------------------------------------------+ ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| Type | Hint | Description | ++======================+================================================+=============================================================================+ +| **vec3, vec4** | source_color | Used as color. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **int, float** | hint_range(min, max[, step]) | Restricted to values in a range (with min/max/step). | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | source_color | Used as albedo color. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | hint_normal | Used as normalmap. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | hint_default_white | As value or albedo color, default to opaque white. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | hint_default_black | As value or albedo color, default to opaque black. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | hint_default_transparent | As value or albedo color, default to transparent black. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | hint_anisotropy | As flowmap, default to right. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | hint_roughness[_r, _g, _b, _a, _normal, _gray] | Used for roughness limiter on import (attempts reducing specular aliasing). | +| | | ``_normal`` is a normal map that guides the roughness limiter, | +| | | with roughness increasing in areas that have high-frequency detail. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | filter[_nearest, _linear][_mipmap][_aniso] | Enabled specified texture filtering. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ +| **sampler2D** | repeat[_enable, _disable] | Enabled texture repeating. | ++----------------------+------------------------------------------------+-----------------------------------------------------------------------------+ GDScript uses different variable types than GLSL does, so when passing variables from GDScript to shaders, Godot converts the type automatically. Below is a