Commit Graph
260 Commits
Author SHA1 Message Date
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Sam Freed 63470c02d7 Fix out of date comment about depth buffer 2024-10-04 03:40:58 +02:00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 - PiraleinandClay John 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
clayjohn ba670f53b7 Add description for MAIN_CAM_INV_VIEW_MATRIX to spatial shader doc page 2024-02-09 17:51:59 -08:00
Patrick Exner db0c9bb046 Remove reference of `vertex` in particle shaders 2024-02-07 14:41:11 +01:00
skyace65 3e734afb43 Remove outdated references to other tutorial 2024-02-04 12:09:23 -05:00
Samuel Ammonius b71cec668a Update canvas_item_shader.rst
I tested it and it is upper left, not lower left.
This is the CanvasItem shader I used to test it:


shader_type canvas_item;

void fragment() {
	
	if(distance(FRAGCOORD.xy, vec2(40, 40)) < 30.0)
		COLOR = vec4(1,0,0,1);
	else
		COLOR = vec4(0,0,0,1);
}
2024-02-02 23:07:11 +01:00
谢天 6177568e15 Update spatial_shader.rst to delete outdated light shader usage 2024-01-23 10:44:11 +08:00
Max Hilbrunner 946fc5281f Merge pull request #8694 from seadylan/patch-1
Fixed unordered list markup in "Converting GLSL to Godot shaders"
2024-01-15 02:04:18 +01:00
Hugo Locurcio 95fb178429 Add support for user-provided comments with Giscus
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.

GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.

User comments are intended to be used for the following purposes:

- Add a clarification or correct something in the documentation,
  without having to open a pull request. Contributors are encouraged to
  take a look at discussions from time to time, and see if there's information
  worth incorporating in the pages themselves. Don't forget to reply to
  the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
  such as tutorials or add-ons.

User comments should *not* be used for technical support. Other community
platforms should be used for that.

Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.

See https://giscus.app for more information.
2024-01-11 17:51:53 +01:00
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
seadylan 83cad834b2 Fixed unordered list markup in "Converting GLSL to Godot shaders"
The unordered list markup was missing a blank line at the beginning, so it displayed all the list item on a single line of text instead of in a proper bulleted list.
2024-01-02 11:35:49 +01:00