mirror of
https://github.com/Relintai/pandemonium_engine_docs.git
synced 2025-01-06 15:00:03 +01:00
Removed visual shader related pages.
This commit is contained in:
parent
035ea896b4
commit
e69f2592ef
@ -9,7 +9,6 @@ Shaders
|
||||
shader_reference/index
|
||||
your_first_shader/index
|
||||
shader_materials
|
||||
visual_shaders
|
||||
screen-reading_shaders
|
||||
converting_glsl_to_godot_shaders
|
||||
shaders_style_guide
|
||||
|
@ -8,4 +8,3 @@ Shading reference
|
||||
shading_language
|
||||
spatial_shader
|
||||
canvas_item_shader
|
||||
particle_shader
|
||||
|
@ -1,92 +0,0 @@
|
||||
.. _doc_particle_shader:
|
||||
|
||||
Particle shaders
|
||||
================
|
||||
|
||||
Particle shaders are a special type of vertex shader that runs before the
|
||||
object is drawn. They are used for calculating material properties such as
|
||||
color, position, and rotation. They are drawn with any regular material for
|
||||
CanvasItem or Spatial, depending on whether they are 2D or 3D.
|
||||
|
||||
Particle shaders are unique because they are not used to draw the object
|
||||
itself; they are used to calculate particle properties, which are then used
|
||||
by the CanvasItem of Spatial shader. They contain only a vertex processor
|
||||
function that outputs multiple properties (see built-ins below).
|
||||
|
||||
Particle shaders use a transform feedback shader, which is a special type of
|
||||
vertex shader that runs on its own. It takes in data in a buffer like a regular
|
||||
vertex shader does, but it also outputs to data buffers instead of outputting
|
||||
to the fragment shader for pixel-processing. Because of this, transform feedback
|
||||
shaders can build on themselves each run, unlike other shaders that discard the
|
||||
data they have calculated once they draw to the frame buffer.
|
||||
|
||||
.. note:: Particle shaders are only available in the GLES3 backend. If you need
|
||||
particles in GLES2, use :ref:`CPUParticles <class_CPUParticles>`.
|
||||
|
||||
Render modes
|
||||
^^^^^^^^^^^^
|
||||
|
||||
+---------------------------------+----------------------------------------------------------------------+
|
||||
| Render mode | Description |
|
||||
+=================================+======================================================================+
|
||||
| **keep_data** | Do not clear previous data on restart. |
|
||||
+---------------------------------+----------------------------------------------------------------------+
|
||||
| **disable_force** | Disable attractor force. (Not currently implemented in 3.1) |
|
||||
+---------------------------------+----------------------------------------------------------------------+
|
||||
| **disable_velocity** | Ignore **VELOCITY** value. |
|
||||
+---------------------------------+----------------------------------------------------------------------+
|
||||
|
||||
Built-ins
|
||||
^^^^^^^^^
|
||||
|
||||
Values marked as "in" are read-only. Values marked as "out" are for optional writing and will
|
||||
not necessarily contain sensible values. Values marked as "inout" provide a sensible default
|
||||
value, and can optionally be written to. Samplers are not subjects of writing and they are
|
||||
not marked.
|
||||
|
||||
Global built-ins
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
Global built-ins are available everywhere, including custom functions.
|
||||
|
||||
+-------------------+--------------------------+
|
||||
| Built-in | Description |
|
||||
+===================+==========================+
|
||||
| in float **TIME** | Global time, in seconds. |
|
||||
+-------------------+--------------------------+
|
||||
|
||||
Vertex built-ins
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
In order to use the ``COLOR`` variable in a SpatialMaterial, set ``use_vertex_as_albedo``
|
||||
to ``true``. In a ShaderMaterial, access it with the ``COLOR`` variable.
|
||||
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| Built-in | Description |
|
||||
+=================================+=====================================================================================+
|
||||
| inout vec4 **COLOR** | Particle color, can be written to and accessed in mesh's vertex function. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| inout vec3 **VELOCITY** | Particle velocity, can be modified. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| out float **MASS** | Particle mass, use for attractors (not implemented in 3.1). |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| inout bool **ACTIVE** | ``true`` when Particle is active, can be set to ``false``. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in bool **RESTART** | ``true`` when particle must restart (lifetime cycled). |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| inout vec4 **CUSTOM** | Custom particle data. Accessible from shader of mesh as **INSTANCE_CUSTOM**. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| inout mat4 **TRANSFORM** | Particle transform. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in float **LIFETIME** | Particle lifetime. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in float **DELTA** | Delta process time. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in uint **NUMBER** | Unique number since emission start. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in int **INDEX** | Particle index (from total particles). |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in mat4 **EMISSION_TRANSFORM** | Emitter transform (used for non-local systems). |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
||||
| in uint **RANDOM_SEED** | Random seed used as base for random. |
|
||||
+---------------------------------+-------------------------------------------------------------------------------------+
|
@ -1,161 +0,0 @@
|
||||
.. _doc_visual_shaders:
|
||||
|
||||
Using VisualShaders
|
||||
===================
|
||||
|
||||
Just as VisualScript is an alternative for users that prefer a graphical
|
||||
approach to coding, VisualShaders are the visual alternative for creating
|
||||
shaders.
|
||||
|
||||
As shaders are inherently linked to visuals, the graph-based approach with
|
||||
previews of textures, materials, etc. offers a lot of additional convenience
|
||||
compared to purely script-based shaders. On the other hand, VisualShaders do not
|
||||
expose all features of the shader script and using both in parallel might be
|
||||
necessary for specific effects.
|
||||
|
||||
.. note::
|
||||
|
||||
If you are not familiar with shaders, start by reading
|
||||
:ref:`doc_introduction_to_shaders`.
|
||||
|
||||
Creating a VisualShader
|
||||
-----------------------
|
||||
|
||||
VisualShaders can be created in any :ref:`class_ShaderMaterial`. To begin using
|
||||
VisualShaders, create a new ``ShaderMaterial`` in an object of your choice.
|
||||
|
||||
.. image:: img/shader_material_create_mesh.png
|
||||
|
||||
Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property.
|
||||
|
||||
.. image:: img/visual_shader_create.png
|
||||
|
||||
Click on the new ``VisualShader`` resource and the Visual Shader Editor will
|
||||
open automatically. The layout of the Visual Shader Editor comprises two parts:
|
||||
the upper toolbar and the graph itself.
|
||||
|
||||
.. image:: img/visual_shader_editor2.png
|
||||
|
||||
From left to right in the toolbar:
|
||||
|
||||
- The ``Add Node`` button displays a popup menu to let you add nodes to the
|
||||
shader graph.
|
||||
- The drop-down menu is the shader type: Vertex, Fragment and Light. Like for
|
||||
script shaders, it defines what built-in nodes will be available.
|
||||
- The following buttons and number input control the zooming level, grid
|
||||
snapping and distance between grid lines (in pixels).
|
||||
- The last icon shows the generated shader code corresponding to your graph.
|
||||
|
||||
.. note::
|
||||
|
||||
Although VisualShaders do not require coding, they share the same logic with
|
||||
script shaders. It is advised to learn the basics of both to have a good
|
||||
understanding of the shading pipeline.
|
||||
|
||||
The visual shader graph is converted to a script shader behind the scene,
|
||||
and you can see this code by pressing the last button in the toolbar. This
|
||||
can be convenient to understand what a given node does and how to reproduce
|
||||
it in scripts.
|
||||
|
||||
Using the Visual Shader Editor
|
||||
------------------------------
|
||||
|
||||
By default, every new ``VisualShader`` will have an output node. Every node
|
||||
connection ends at one of the output node's sockets. A node is the basic unit to
|
||||
create your shader. To add a new node, click on the ``Add Node`` button on the
|
||||
upper left corner or right click on any empty location in the graph, and a menu
|
||||
will pop up.
|
||||
|
||||
.. image:: img/vs_popup.png
|
||||
|
||||
This popup has the following properties:
|
||||
|
||||
- If you right-click on the graph, this menu will be called at the cursor
|
||||
position and the created node, in that case, will also be placed under that
|
||||
position; otherwise, it will be created at the graph's center.
|
||||
- It can be resized horizontally and vertically allowing more content to be
|
||||
shown. Size transform and tree content position are saved between the calls,
|
||||
so if you suddenly closed the popup you can easily restore its previous state.
|
||||
- The ``Expand All`` and ``Collapse All`` options in the drop-down option menu
|
||||
can be used to easily list the available nodes.
|
||||
- You can also drag and drop nodes from the popup onto the graph.
|
||||
|
||||
While the popup has nodes sorted in categories, it can seem overwhelming at
|
||||
first. Try to add some of the nodes, plug them in the output socket and observe
|
||||
what happens.
|
||||
|
||||
When connecting any ``scalar`` output to a ``vector`` input, all components of
|
||||
the vector will take the value of the scalar.
|
||||
|
||||
When connecting any ``vector`` output to a ``scalar`` input, the value of the
|
||||
scalar will be the average of the vector's components.
|
||||
|
||||
Visual Shader nodes
|
||||
-------------------
|
||||
|
||||
Below are some special nodes that are worth knowing about. The list is not
|
||||
exhaustive and might be expanded with more nodes and examples.
|
||||
|
||||
Expression node
|
||||
+++++++++++++++
|
||||
|
||||
The ``Expression`` node allows you to write Godot Shading Language (GLSL-like)
|
||||
expressions inside your visual shaders. The node has buttons to add any amount
|
||||
of required input and output ports and can be resized. You can also set up the
|
||||
name and type of each port. The expression you have entered will apply
|
||||
immediately to the material (once the focus leaves the expression text box). Any
|
||||
parsing or compilation errors will be printed to the Output tab. The outputs are
|
||||
initialized to their zero value by default. The node is located under the
|
||||
Special tab and can be used in all shader modes.
|
||||
|
||||
.. image:: img/vs_expression.gif
|
||||
|
||||
The possibilities of this node are almost limitless – you can write complex
|
||||
procedures, and use all the power of text-based shaders, such as loops, the
|
||||
``discard`` keyword, extended types, etc. For example:
|
||||
|
||||
.. image:: img/vs_expression2.png
|
||||
|
||||
Fresnel node
|
||||
++++++++++++
|
||||
|
||||
The ``Fresnel`` node is designed to accept normal and view vectors and produces
|
||||
a scalar which is the saturated dot product between them. Additionally, you can
|
||||
setup the inversion and the power of equation. The ``Fresnel`` node is great for
|
||||
adding a rim-like lighting effect to objects.
|
||||
|
||||
.. image:: img/vs_fresnel.png
|
||||
|
||||
Boolean node
|
||||
++++++++++++
|
||||
|
||||
The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to represent
|
||||
``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. This property
|
||||
can be used to enable or disable some effect parts with one click.
|
||||
|
||||
.. image:: img/vs_boolean.gif
|
||||
|
||||
If node
|
||||
+++++++
|
||||
|
||||
The ``If`` node allows you to setup a vector which will be returned the result
|
||||
of the comparison between ``a`` and ``b``. There are three vectors which can be
|
||||
returned: ``a == b`` (in that case the tolerance parameter is provided as a
|
||||
comparison threshold – by default it is equal to the minimal value, i.e.
|
||||
``0.00001``), ``a > b`` and ``a < b``.
|
||||
|
||||
.. image:: img/vs_if.png
|
||||
|
||||
Switch node
|
||||
+++++++++++
|
||||
|
||||
The ``Switch`` node returns a vector if the boolean condition is ``true`` or
|
||||
``false``. ``Boolean`` was introduced above. If you convert a vector to a true
|
||||
boolean, all components of the vector should be above zero.
|
||||
|
||||
.. image:: img/vs_switch.png
|
||||
|
||||
.. note::
|
||||
|
||||
The ``Switch`` node is only available on the GLES3 backed. If you are
|
||||
targeting GLES2 devices, you cannot use ``switch`` statements.
|
Loading…
Reference in New Issue
Block a user