Merge pull request #101 from her001/shadermat
Updated info and spelling in "Shader materials"
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@ -8,9 +8,9 @@ Introduction
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For the most common cases, :ref:`doc_fixed_materials` are enough to create the
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desired textures or look and feel. Shader materials are a step beyond
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that adds a huge amount of flexibility. With them, it is possible to:
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that, adding a huge amount of flexibility. With them, it is possible to:
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- Create procedural texures.
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- Create procedural textures.
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- Create complex texture blendings.
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- Create animated materials, or materials that change with time.
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- Create refractive effects or other advanced effects.
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@ -22,14 +22,14 @@ Traditionally, most engines will ask you to learn GLSL, HLSL or CG,
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which are pretty complex for the skillset of most artists. Godot uses a
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simplified version of a shader language that will detect errors as you
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type, so you can see your edited shaders in real-time. Additionally, it
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is possible to edit shaders using a visual graph editor (NOTE: Currently
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disabled! work in progress!).
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is possible to edit shaders using a visual, node-based graph editor.
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Creating a ShaderMaterial
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-------------------------
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Create a new ShaderMaterial in some object of your choice. Go to the
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"Shader" property, then create a new "Shader":
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"Shader" property, then create a new "MaterialShader" (use
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"MaterialShaderGraph" for access to the visual graph editor):
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.. image:: /img/shader_material_create.png
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@ -39,7 +39,7 @@ Edit the newly created shader, and the shader editor will open:
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There are three code tabs open, the first is for the vertex shader, the
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second for the fragment and the third for the lighting. The shader
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language is documented in it's :ref:`doc_shading_language` so a small example will be
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language is documented in :ref:`doc_shading_language` so a small example will be
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presented next.
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Create a very simple fragment shader that writes a color:
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