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Clarify `hint_range` in Shading language (#6029)

alex-pahdo 3 gadi atpakaļ
vecāks
revīzija
34b162c8ae
1 mainītis faili ar 22 papildinājumiem un 21 dzēšanām
  1. 22 21
      tutorials/shaders/shader_reference/shading_language.rst

+ 22 - 21
tutorials/shaders/shader_reference/shading_language.rst

@@ -550,8 +550,9 @@ You can set uniforms in the editor in the material. Or you can set them through
 .. note:: The first argument to ``set_shader_param`` is the name of the uniform in the shader. It
 .. note:: The first argument to ``set_shader_param`` is the name of the uniform in the shader. It
           must match *exactly* to the name of the uniform in the shader or else it will not be recognized.
           must match *exactly* to the name of the uniform in the shader or else it will not be recognized.
 
 
-Any GLSL type except for *void* can be a uniform. Additionally, Godot provides optional shader hints
-to make the compiler understand for what the uniform is used.
+Any GLSL type except for *void* can be a uniform. Additionally, Godot provides
+optional shader hints to make the compiler understand for what the uniform is
+used, and how the editor should allow users to modify it.
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
@@ -565,25 +566,25 @@ It's important to understand that textures that are supplied as color require hi
 
 
 Full list of hints below:
 Full list of hints below:
 
 
-+----------------+------------------------------+-------------------------------------+
-| Type           | Hint                         | Description                         |
-+================+==============================+=====================================+
-| **vec4**       | hint_color                   | Used as color                       |
-+----------------+------------------------------+-------------------------------------+
-| **int, float** | hint_range(min, max[, step]) | Used as range (with min/max/step)   |
-+----------------+------------------------------+-------------------------------------+
-| **sampler2D**  | hint_albedo                  | Used as albedo color, default white |
-+----------------+------------------------------+-------------------------------------+
-| **sampler2D**  | hint_black_albedo            | Used as albedo color, default black |
-+----------------+------------------------------+-------------------------------------+
-| **sampler2D**  | hint_normal                  | Used as normalmap                   |
-+----------------+------------------------------+-------------------------------------+
-| **sampler2D**  | hint_white                   | As value, default to white.         |
-+----------------+------------------------------+-------------------------------------+
-| **sampler2D**  | hint_black                   | As value, default to black          |
-+----------------+------------------------------+-------------------------------------+
-| **sampler2D**  | hint_aniso                   | As flowmap, default to right.       |
-+----------------+------------------------------+-------------------------------------+
++----------------+------------------------------+------------------------------------------------------+
+| Type           | Hint                         | Description                                          |
++================+==============================+======================================================+
+| **vec4**       | hint_color                   | Used as color.                                       |
++----------------+------------------------------+------------------------------------------------------+
+| **int, float** | hint_range(min, max[, step]) | Restricted to values in a range (with min/max/step). |
++----------------+------------------------------+------------------------------------------------------+
+| **sampler2D**  | hint_albedo                  | Used as albedo color, default white.                 |
++----------------+------------------------------+------------------------------------------------------+
+| **sampler2D**  | hint_black_albedo            | Used as albedo color, default black.                 |
++----------------+------------------------------+------------------------------------------------------+
+| **sampler2D**  | hint_normal                  | Used as normalmap.                                   |
++----------------+------------------------------+------------------------------------------------------+
+| **sampler2D**  | hint_white                   | As value, default to white.                          |
++----------------+------------------------------+------------------------------------------------------+
+| **sampler2D**  | hint_black                   | As value, default to black                           |
++----------------+------------------------------+------------------------------------------------------+
+| **sampler2D**  | hint_aniso                   | As flowmap, default to right.                        |
++----------------+------------------------------+------------------------------------------------------+
 
 
 GDScript uses different variable types than GLSL does, so when passing variables from GDScript
 GDScript uses different variable types than GLSL does, so when passing variables from GDScript
 to shaders, Godot converts the type automatically. Below is a table of the corresponding types:
 to shaders, Godot converts the type automatically. Below is a table of the corresponding types: