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@@ -484,8 +484,31 @@ When refraction is enabled, it supersedes alpha blending, and Godot attempts to
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fetch information from behind the object being rendered instead. This allows
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distorting the transparency in a way similar to refraction in real life.
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+Remember to use a transparent albedo texture (or reduce the albedo color's alpha
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+channel) to make refraction visible, as refraction relies on transparency to
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+have a visible effect.
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+
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+A normal map can optionally be specified in the **Refraction Texture** property
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+to allow distorting the refraction's direction on a per-pixel basis.
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+
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.. image:: img/spatial_material23.png
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+.. note::
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+
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+ Refraction is implemented as a screen-space effect and forces the material
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+ to be transparent. This makes the effect relatively fast, but this results
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+ in some limitations:
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+
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+ - :ref:`Transparency sorting <doc_3d_rendering_limitations_transparency_sorting>`
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+ issues may occur.
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+ - The refractive material cannot refract onto itself, or onto other
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+ transparent materials. A refractive material behind another transparent
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+ material will be invisible.
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+ - Off-screen objects cannot appear in the refraction. This is most
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+ noticeable with high refraction strength values.
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+ - Opaque materials in front of the refractive material will appear to have
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+ "refracted" edges, even though they shouldn't.
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+
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Detail
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~~~~~~
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