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Update list of spatial shader render modes for Godot 4.3
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This also improves the documentation for existing render modes.
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Calinou committed Aug 1, 2024
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5 changes: 3 additions & 2 deletions tutorials/assets_pipeline/importing_images.rst
Original file line number Diff line number Diff line change
Expand Up @@ -413,8 +413,9 @@ displayed correctly:
- In 2D, a :ref:`class_CanvasItemMaterial` will need to be created and
configured to use the **Premul Alpha** blend mode on CanvasItems that use this
texture.
- In 3D, there is no support for premultiplied alpha blend mode yet, so this
option is only suited for 2D.
- In 3D, a :ref:`class_BaseMaterial3D` will need to be created and configured to use the **Premul Alpha**
blend mode on materials that use this texture. In :ref:`custom spatial shaders <doc_spatial_shader>`,
``render_mode blend_premul_alpha;`` should be used.

Process > Normal Map Invert Y
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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34 changes: 21 additions & 13 deletions tutorials/shaders/shader_reference/spatial_shader.rst
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,8 @@ Render modes
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **blend_mul** | Multiplicative blend mode. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **blend_premul_alpha** | Premultiplied alpha blend mode (fully transparent = add, fully opaque = mix). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **depth_draw_always** | Always draw depth (opaque and transparent). |
Expand All @@ -32,55 +34,57 @@ Render modes
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **depth_test_disabled** | Disable depth testing. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **sss_mode_skin** | Subsurface Scattering mode for skin. |
| **sss_mode_skin** | Subsurface Scattering mode for skin (optimizes visuals for human skin, e.g. boosted red channel). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **cull_back** | Cull back-faces (default). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **cull_front** | Cull front-faces. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **cull_disabled** | Culling disabled (double sided). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
| **unshaded** | Result is just albedo. No lighting/shading happens in material, making it faster to render. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **wireframe** | Geometry draws using lines (useful for troubleshooting). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **wireframe** | Geometry draws using lines. |
| **debug_shadow_splits** | Directional shadows are drawn using different colors for each split (useful for troubleshooting). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **diffuse_burley** | Burley (Disney PBS) for diffuse (default). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **diffuse_lambert** | Lambert shading for diffuse. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
| **diffuse_lambert_wrap** | Lambert-wrap shading (roughness-dependent) for diffuse. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **diffuse_toon** | Toon shading for diffuse. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **specular_schlick_ggx** | Schlick-GGX for specular (default). |
| **specular_schlick_ggx** | Schlick-GGX for direct light specular lobes (default). |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **specular_toon** | Toon for specular. |
| **specular_toon** | Toon for direct light specular lobes. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **specular_disabled** | Disable specular. |
| **specular_disabled** | Disable direct light specular lobes. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **skip_vertex_transform** | VERTEX/NORMAL/etc. need to be transformed manually in vertex function. |
| **skip_vertex_transform** | ``VERTEX``/``NORMAL``/etc. need to be transformed manually in the ``vertex()`` function. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **world_vertex_coords** | VERTEX/NORMAL/etc. are modified in world coordinates instead of local. |
| **world_vertex_coords** | ``VERTEX``/``NORMAL``/etc. are modified in world coordinates instead of local. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **ensure_correct_normals** | Use when non-uniform scale is applied to mesh. |
| **ensure_correct_normals** | Use when non-uniform scale is applied to mesh *(note: currently unimplemented)*. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **shadows_disabled** | Disable computing shadows in shader. |
| **shadows_disabled** | Disable computing shadows in shader. The shader will not cast shadows, but can still receive them. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **ambient_light_disabled** | Disable contribution from ambient light and radiance map. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **shadow_to_opacity** | Lighting modifies the alpha so shadowed areas are opaque and |
| | non-shadowed areas are transparent. Useful for overlaying shadows onto |
| | a camera feed in AR. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **vertex_lighting** | Use vertex-based lighting. |
| **vertex_lighting** | Use vertex-based lighting *(note: currently unimplemented)*. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **particle_trails** | Enables the trails when used on particles geometry. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **alpha_to_coverage** | Alpha antialiasing mode, see `here <https://github.com/godotengine/godot/pull/40364>`_ for more. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **alpha_to_coverage_and_one** | Alpha antialiasing mode, see `here <https://github.com/godotengine/godot/pull/40364>`_ for more. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **fog_disabled** | Disable receiving depth-based or volumetric fog. Useful for blend_add materials like particles. |
| **fog_disabled** | Disable receiving depth-based or volumetric fog. Useful for ``blend_add`` materials like particles. |
+-------------------------------+------------------------------------------------------------------------------------------------------+

Built-ins
Expand Down Expand Up @@ -347,6 +351,10 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out vec2 **ALPHA_TEXTURE_COORDINATE** | |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out float **PREMUL_ALPHA_FACTOR** | Premultiplied alpha factor. Only effective if ``render_mode blend_premul_alpha;`` is used. |
| | This should be written to when using a *shaded* material with premultiplied alpha blending for |
| | interaction with lighting. This is not required for unshaded materials. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out float **METALLIC** | Metallic (0..1). |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
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