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Update list of spatial shader render modes for Godot 4.3 #9691
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Update list of spatial shader render modes for Godot 4.3 #9691
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| 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. | | ||
+----------------------------------------+--------------------------------------------------------------------------------------------------+ |
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Any ideas of a concrete example? I've based this description on the existing class reference, but it's not really obvious how you're supposed to write to it in a typical shaded PBR material scenario.
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This also improves the documentation for existing render modes.
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| out float **METALLIC** | Metallic (0..1). | | ||
+----------------------------------------+--------------------------------------------------------------------------------------------------+ | ||
| out float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. | | ||
| out float **SPECULAR** | Specular (not physically accurate to change). Defaults to ``0.5``. ``0.0`` disables reflections. | | ||
+----------------------------------------+--------------------------------------------------------------------------------------------------+ | ||
| out float **ROUGHNESS** | Roughness (0..1). | | ||
+----------------------------------------+--------------------------------------------------------------------------------------------------+ | ||
| out float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. | |
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| out float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. | | |
| out float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. Rim size depends on ``ROUGHNESS``. | |
Same wording as here. Rim light "not showing up" when the roughness is set to the default value of 1 is a common enough problem to document here IMO.
This also improves the documentation for existing render modes.
specular_disabled
render mode in shaders does not make theSPECULAR
output zero godot#95102.unshaded
render mode for quad in Advanced post-processing #9690.