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Update list of spatial shader render modes for Godot 4.3 #9691

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9 changes: 6 additions & 3 deletions tutorials/assets_pipeline/importing_images.rst
Original file line number Diff line number Diff line change
Expand Up @@ -412,9 +412,12 @@ 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.
texture. In :ref:`custom canvas item shaders <doc_canvas_item_shader>`,
``render_mode blend_premul_alpha;`` should be used.
- 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
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Expand Down
38 changes: 23 additions & 15 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. Doesn't affect reflected light (use ``SPECULAR = 0.0`` instead).|
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **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 @@ -347,17 +351,21 @@ 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. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
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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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| 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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@tetrapod00 tetrapod00 Aug 14, 2024

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Suggested change
| 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.

+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out float **CLEARCOAT** | Small added specular blob. If used, Godot calculates Clearcoat. |
| out float **CLEARCOAT** | Small specular blob added on top of the existing one. If used, Godot calculates Clearcoat. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| out float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. If used, Godot calculates Clearcoat. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
Expand Down