Update list of spatial shader render modes for Godot 4.4 - #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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Rebased and fleshed out with more descriptions – everything is now documented 🙂 |
tetrapod00
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Besides the one comment about vertex lighting, seems fine to merge from my user's understanding of shaders.
This also improves the documentation for existing render modes.
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@tetrapod00 I'm going to go through this for grammar and spelling in a bit, any other changes you want before this is merged? |
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@skyace65 No, that was the only thing; this looks good to merge now. |
skyace65
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Spelling and grammar wise everything looks good
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Thanks! |
This also improves the documentation for existing render modes.
specular_disabledrender mode in shaders does not make theSPECULARoutput zero godot#95102and closes Missing description on "Spatial shaders" page for "Fragment built-ins" - "in mat3 MODEL_NORMAL_MATRIX" #10522.
unshadedrender mode for quad in Advanced post-processing #9690.