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Complete render modes list in shaders docs

Max Hilbrunner 2 anni fa
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      tutorials/shaders/shader_reference/spatial_shader.rst

+ 73 - 73
tutorials/shaders/shader_reference/spatial_shader.rst

@@ -11,79 +11,79 @@ write vertex, fragment, and light processor functions to affect how objects are
 Render modes
 Render modes
 ^^^^^^^^^^^^
 ^^^^^^^^^^^^
 
 
-+-------------------------------+------------------------------------------------------------------------+
-| Render mode                   | Description                                                            |
-+===============================+========================================================================+
-| **blend_mix**                 | Mix blend mode (alpha is transparency), default.                       |
-+-------------------------------+------------------------------------------------------------------------+
-| **blend_add**                 | Additive blend mode.                                                   |
-+-------------------------------+------------------------------------------------------------------------+
-| **blend_sub**                 | Subtractive blend mode.                                                |
-+-------------------------------+------------------------------------------------------------------------+
-| **blend_mul**                 | Multiplicative blend mode.                                             |
-+-------------------------------+------------------------------------------------------------------------+
-| **depth_draw_opaque**         | Only draw depth for opaque geometry (not transparent).                 |
-+-------------------------------+------------------------------------------------------------------------+
-| **depth_draw_always**         | Always draw depth (opaque and transparent).                            |
-+-------------------------------+------------------------------------------------------------------------+
-| **depth_draw_never**          | Never draw depth.                                                      |
-+-------------------------------+------------------------------------------------------------------------+
-| **depth_prepass_alpha**       | Do opaque depth pre-pass for transparent geometry.                     |
-+-------------------------------+------------------------------------------------------------------------+
-| **depth_test_disabled**       | Disable depth testing.                                                 |
-+-------------------------------+------------------------------------------------------------------------+
-| **sss_mode_skin**             |                                                                        |
-+-------------------------------+------------------------------------------------------------------------+
-| **cull_back**                 | Cull back-faces (default).                                             |
-+-------------------------------+------------------------------------------------------------------------+
-| **cull_front**                | Cull front-faces.                                                      |
-+-------------------------------+------------------------------------------------------------------------+
-| **cull_disabled**             | Culling disabled (double sided).                                       |
-+-------------------------------+------------------------------------------------------------------------+
-| **unshaded**                  | Result is just albedo. No lighting/shading happens in material.        |
-+-------------------------------+------------------------------------------------------------------------+
-| **wireframe**                 | Geometry draws using lines.                                            |
-+-------------------------------+------------------------------------------------------------------------+
-| **diffuse_lambert**           | Lambert shading for diffuse (default).                                 |
-+-------------------------------+------------------------------------------------------------------------+
-| **diffuse_lambert_wrap**      | Lambert wrapping (roughness dependent) for diffuse.                    |
-+-------------------------------+------------------------------------------------------------------------+
-| **diffuse_burley**            | Burley (Disney PBS) for diffuse.                                       |
-+-------------------------------+------------------------------------------------------------------------+
-| **diffuse_toon**              | Toon shading for diffuse.                                              |
-+-------------------------------+------------------------------------------------------------------------+
-| **specular_schlick_ggx**      | Schlick-GGX for specular (default).                                    |
-+-------------------------------+------------------------------------------------------------------------+
-| **specular_blinn**            | Blinn for specular (compatibility).                                    |
-+-------------------------------+------------------------------------------------------------------------+
-| **specular_phong**            | Phong for specular (compatibility).                                    |
-+-------------------------------+------------------------------------------------------------------------+
-| **specular_toon**             | Toon for specular.                                                     |
-+-------------------------------+------------------------------------------------------------------------+
-| **specular_disabled**         | Disable specular.                                                      |
-+-------------------------------+------------------------------------------------------------------------+
-| **skip_vertex_transform**     | VERTEX/NORMAL/etc. need to be transformed manually in vertex function. |
-+-------------------------------+------------------------------------------------------------------------+
-| **world_vertex_coords**       | VERTEX/NORMAL/etc. are modified in world coordinates instead of local. |
-+-------------------------------+------------------------------------------------------------------------+
-| **ensure_correct_normals**    | Use when non-uniform scale is applied to mesh.                         |
-+-------------------------------+------------------------------------------------------------------------+
-| **shadows_disabled**          | Disable computing shadows in shader.                                   |
-+-------------------------------+------------------------------------------------------------------------+
-| **ambient_light_disabled**    | Disable contribution from ambient light and radiance map.              |
-+-------------------------------+------------------------------------------------------------------------+
-| **shadow_to_opacity**         | Lighting modifies the alpha so shadowed areas are opaque and           |
-|                               | non-shadowed areas are transparent. Useful for overlaying shadows onto |
-|                               | a camera feed in AR.                                                   |
-+-------------------------------+------------------------------------------------------------------------+
-| **vertex_lighting**           | Use vertex-based lighting.                                             |
-+-------------------------------+------------------------------------------------------------------------+
-| **particle_trails**           | Enables the trails when used on particles geometry.                    |
-+-------------------------------+------------------------------------------------------------------------+
-| **alpha_to_coverage**         |                                                                        |
-+-------------------------------+------------------------------------------------------------------------+
-| **alpha_to_coverage_and_one** |                                                                        |
-+-------------------------------+------------------------------------------------------------------------+
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| Render mode                   | Description                                                                                          |
++===============================+======================================================================================================+
+| **blend_mix**                 | Mix blend mode (alpha is transparency), default.                                                     |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **blend_add**                 | Additive blend mode.                                                                                 |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **blend_sub**                 | Subtractive blend mode.                                                                              |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **blend_mul**                 | Multiplicative blend mode.                                                                           |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **depth_draw_opaque**         | Only draw depth for opaque geometry (not transparent).                                               |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **depth_draw_always**         | Always draw depth (opaque and transparent).                                                          |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **depth_draw_never**          | Never draw depth.                                                                                    |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **depth_prepass_alpha**       | Do opaque depth pre-pass for transparent geometry.                                                   |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **depth_test_disabled**       | Disable depth testing.                                                                               |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **sss_mode_skin**             | Subsurface Scattering mode for skin.                                                                 |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **cull_back**                 | Cull back-faces (default).                                                                           |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **cull_front**                | Cull front-faces.                                                                                    |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **cull_disabled**             | Culling disabled (double sided).                                                                     |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **unshaded**                  | Result is just albedo. No lighting/shading happens in material.                                      |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **wireframe**                 | Geometry draws using lines.                                                                          |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **diffuse_lambert**           | Lambert shading for diffuse (default).                                                               |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **diffuse_lambert_wrap**      | Lambert wrapping (roughness dependent) for diffuse.                                                  |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **diffuse_burley**            | Burley (Disney PBS) for diffuse.                                                                     |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **diffuse_toon**              | Toon shading for diffuse.                                                                            |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **specular_schlick_ggx**      | Schlick-GGX for specular (default).                                                                  |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **specular_blinn**            | Blinn for specular (compatibility).                                                                  |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **specular_phong**            | Phong for specular (compatibility).                                                                  |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **specular_toon**             | Toon for specular.                                                                                   |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **specular_disabled**         | Disable specular.                                                                                    |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **skip_vertex_transform**     | VERTEX/NORMAL/etc. need to be transformed manually in vertex function.                               |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **world_vertex_coords**       | VERTEX/NORMAL/etc. are modified in world coordinates instead of local.                               |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **ensure_correct_normals**    | Use when non-uniform scale is applied to mesh.                                                       |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **shadows_disabled**          | Disable computing shadows in shader.                                                                 |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **ambient_light_disabled**    | Disable contribution from ambient light and radiance map.                                            |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **shadow_to_opacity**         | Lighting modifies the alpha so shadowed areas are opaque and                                         |
+|                               | non-shadowed areas are transparent. Useful for overlaying shadows onto                               |
+|                               | a camera feed in AR.                                                                                 |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **vertex_lighting**           | Use vertex-based lighting.                                                                           |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **particle_trails**           | Enables the trails when used on particles geometry.                                                  |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **alpha_to_coverage**         | Alpha antialiasing mode, see `here <https://github.com/godotengine/godot/pull/40364>`_ for more.     |
++-------------------------------+------------------------------------------------------------------------------------------------------+
+| **alpha_to_coverage_and_one** | Alpha antialiasing mode, see `here <https://github.com/godotengine/godot/pull/40364>`_ for more.     |
++-------------------------------+------------------------------------------------------------------------------------------------------+
 
 
 Built-ins
 Built-ins
 ^^^^^^^^^
 ^^^^^^^^^