Skip to content

New origin of viewports to be considered for shader migrations #7833

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 2 additions & 1 deletion tutorials/migrating/upgrading_to_godot_4.rst
Original file line number Diff line number Diff line change
Expand Up @@ -513,14 +513,15 @@ The ``.shader`` file extension is no longer supported, which means you must
rename ``.shader`` files to ``.gdshader`` and update references accordingly in
scene/resource files using an external text editor.

Some notable renames you will need to perform in shaders are:
Some notable changes you will need to perform in shaders are:

- Texture filter and repeat modes are now set on individual uniforms, rather
than the texture files themselves.
- ``hint_albedo`` is now ``source_color``.
- :ref:`Built in matrix variables were renamed. <doc_spatial_shader>`
- Particles shaders no longer use the ``vertex()`` processor function. Instead
they use ``start()`` and ``process()``.
- Viewports are no longer flipped, so screen reading shaders need to consider a new origin.

See :ref:`doc_shading_language` for more information.

Expand Down