diff --git a/tutorials/3d/shader_materials.rst b/tutorials/3d/shader_materials.rst index 6c6a7d1f..bb0cbd9c 100644 --- a/tutorials/3d/shader_materials.rst +++ b/tutorials/3d/shader_materials.rst @@ -8,9 +8,9 @@ Introduction For the most common cases, :ref:`doc_fixed_materials` are enough to create the desired textures or look and feel. Shader materials are a step beyond -that adds a huge amount of flexibility. With them, it is possible to: +that, adding a huge amount of flexibility. With them, it is possible to: -- Create procedural texures. +- Create procedural textures. - Create complex texture blendings. - Create animated materials, or materials that change with time. - Create refractive effects or other advanced effects. @@ -22,14 +22,14 @@ Traditionally, most engines will ask you to learn GLSL, HLSL or CG, which are pretty complex for the skillset of most artists. Godot uses a simplified version of a shader language that will detect errors as you type, so you can see your edited shaders in real-time. Additionally, it -is possible to edit shaders using a visual graph editor (NOTE: Currently -disabled! work in progress!). +is possible to edit shaders using a visual, node-based graph editor. Creating a ShaderMaterial ------------------------- Create a new ShaderMaterial in some object of your choice. Go to the -"Shader" property, then create a new "Shader": +"Shader" property, then create a new "MaterialShader" (use +"MaterialShaderGraph" for access to the visual graph editor): .. image:: /img/shader_material_create.png @@ -39,7 +39,7 @@ Edit the newly created shader, and the shader editor will open: There are three code tabs open, the first is for the vertex shader, the second for the fragment and the third for the lighting. The shader -language is documented in it's :ref:`doc_shading_language` so a small example will be +language is documented in :ref:`doc_shading_language` so a small example will be presented next. Create a very simple fragment shader that writes a color: