2
0
Эх сурвалжийг харах

Convert SpatialMaterial references to StandardMaterial3D.

Marcel Admiraal 5 жил өмнө
parent
commit
a865a960f7

+ 1 - 1
getting_started/workflow/assets/escn_exporter/material.rst

@@ -13,7 +13,7 @@ To do this, the exporter attempts to find Godot materials with names that match
 those of the material name in Blender. So if you export an object in Blender
 with the material name ``PurpleDots`` then the exporter will search for the
 file ``PurpleDots.tres`` and assign it to the object. If this file is not a
-``SpatialMaterial`` or ``ShaderMaterial`` or if it cannot be found, then the
+``StandardMaterial3D`` or ``ShaderMaterial`` or if it cannot be found, then the
 exporter will fall back to exporting the material from Blender.
 
 

+ 1 - 1
getting_started/workflow/assets/importing_images.rst

@@ -209,4 +209,4 @@ A few HDR files are broken and contain sRGB color data. It is advised not to use
 Invert Color
 ~~~~~~~~~~~~
 
-Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`.
+Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_standard_material_3d`.

+ 1 - 1
tutorials/3d/gi_probes.rst

@@ -11,7 +11,7 @@ Introduction
           when using the GLES2 renderer.
 
 Just like with :ref:`doc_reflection_probes`, and as stated in
-the :ref:`doc_spatial_material`, objects can show reflected or diffuse light.
+the :ref:`doc_standard_material_3d`, objects can show reflected or diffuse light.
 GI Probes are similar to Reflection Probes, but they use a different and more
 complex technique to produce indirect light and reflections.
 

+ 1 - 1
tutorials/3d/index.rst

@@ -9,7 +9,7 @@
    using_transforms
    optimizing_3d_performance
    3d_rendering_limitations
-   spatial_material
+   standard_material_3d
    lights_and_shadows
    reflection_probes
    gi_probes

+ 1 - 1
tutorials/3d/lights_and_shadows.rst

@@ -17,7 +17,7 @@ result. Light can come from several types of sources in a scene:
 -  Baked Light (read :ref:`doc_baked_lightmaps`).
 
 The emission color is a material property. You can read more about it
-in the :ref:`doc_spatial_material` tutorial.
+in the :ref:`doc_standard_material_3d` tutorial.
 
 Light nodes
 -----------

+ 2 - 2
tutorials/3d/optimizing_3d_performance.rst

@@ -52,7 +52,7 @@ Reuse shaders and materials
 
 The Godot renderer is a little different to what is out there. It's designed
 to minimize GPU state changes as much as possible.
-:ref:`class_SpatialMaterial`
+:ref:`class_StandardMaterial3D`
 does a good job at reusing materials that need similar shaders but, if
 custom shaders are used, make sure to reuse them as much as possible.
 Godot's priorities will be like this:
@@ -62,7 +62,7 @@ Godot's priorities will be like this:
    of objects (in the hundreds or thousands) try reusing the materials
    or in the worst case use atlases.
 -  **Reusing Shaders**: If materials can't be reused, at least try to
-   re-use shaders (or SpatialMaterials with different parameters but the same
+   re-use shaders (or StandardMaterial3Ds with different parameters but the same
    configuration).
 
 If a scene has, for example, 20.000 objects with 20.000 different

+ 1 - 1
tutorials/3d/reflection_probes.rst

@@ -6,7 +6,7 @@ Reflection probes
 Introduction
 ------------
 
-As stated in the :ref:`doc_spatial_material`, objects can show reflected or diffuse light.
+As stated in the :ref:`doc_standard_material_3d`, objects can show reflected or diffuse light.
 Reflection probes are used as a source of reflected and ambient light for objects inside their area of influence.
 
 A probe of this type captures the surroundings (as a sort of 360 degrees image), and stores versions

+ 7 - 7
tutorials/3d/spatial_material.rst → tutorials/3d/standard_material_3d.rst

@@ -1,18 +1,18 @@
-.. _doc_spatial_material:
+.. _doc_standard_material_3d:
 
-Spatial Material
-================
+Standard Material 3D
+====================
 
 Introduction
 ------------
 
-``SpatialMaterial`` is a default 3D material that aims to provide most of the features
+``StandardMaterial3D`` is a default 3D material that aims to provide most of the features
 artists look for in a material, without the need for writing shader code. However,
 it can be converted to shader code if additional functionality is needed.
 
-This tutorial explains most parameters present in ``SpatialMaterial``.
+This tutorial explains most parameters present in ``StandardMaterial3D``.
 
-There are three ways to add a ``SpatialMaterial`` to an object. It can be added in
+There are three ways to add a ``StandardMaterial3D`` to an object. It can be added in
 the *Material* property of the mesh. It can be added in the *Material* property of
 the node using the mesh (such as a MeshInstance node), or in the *Material Override*
 property of the node using the mesh.
@@ -160,7 +160,7 @@ option on will help them look correct.
 Parameters
 -----------
 
-``SpatialMaterial`` also has several configurable parameters to tweak
+``StandardMaterial3D`` also has several configurable parameters to tweak
 many aspects of the rendering:
 
 .. image:: img/spatial_material5.png

+ 4 - 4
tutorials/misc/gles2_gles3_differences.rst

@@ -50,10 +50,10 @@ GLES2 is not capable of using High Dynamic Range (HDR) rendering features. If HD
 project, or for a given viewport, Godot will still user Low Dynamic Range (LDR) which limits
 viewport values to the ``0-1`` range.
 
-SpatialMaterial features
-------------------------
+StandardMaterial3D features
+---------------------------
 
-In GLES2, the following advanced rendering features in the :ref:`SpatialMaterial <class_SpatialMaterial>` are missing:
+In GLES2, the following advanced rendering features in the :ref:`StandardMaterial3D <class_StandardMaterial3D>` are missing:
 
 - Refraction
 - Subsurface scattering
@@ -61,7 +61,7 @@ In GLES2, the following advanced rendering features in the :ref:`SpatialMaterial
 - Clearcoat
 - Depth mapping
 
-When using SpatialMaterials they will not even appear in the editor.
+When using StandardMaterial3Ds they will not even appear in the editor.
 
 In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values for these features but they
 will be non-functional. For example, you will still be able to set the ``SSS`` built-in (which normally adds

+ 5 - 5
tutorials/plugins/editor/import_plugins.rst

@@ -147,13 +147,13 @@ way by the engine.
 ::
 
     func get_resource_type():
-        return "SpatialMaterial"
+        return "StandardMaterial3D"
 
 The imported resource has a specific type, so the editor can know which property
 slot it belongs to. This allows drag and drop from the FileSystem dock to a
 property in the Inspector.
 
-In our case it's a :ref:`class_SpatialMaterial`, which can be applied to 3D
+In our case it's a :ref:`class_StandardMaterial3D`, which can be applied to 3D
 objects.
 
 .. note:: If you need to import different types from the same extension, you
@@ -324,10 +324,10 @@ it sets the color as a pure red instead.
 
 ::
 
-    var material = SpatialMaterial.new()
+    var material = StandardMaterial3D.new()
     material.albedo_color = color
 
-This part makes a new :ref:`SpatialMaterial <class_SpatialMaterial>` that is the
+This part makes a new :ref:`StandardMaterial3D <class_StandardMaterial3D>` that is the
 imported resource. We create a new instance of it and then set its albedo color
 as the value we got before.
 
@@ -382,7 +382,7 @@ in a different file:
 
 ::
 
-    var next_pass = SpatialMaterial.new()
+    var next_pass = StandardMaterial3D.new()
     next_pass.albedo_color = color.inverted()
     var next_pass_path = "%s.next_pass.%s" % [save_path, get_save_extension()]
 

+ 3 - 3
tutorials/shading/shader_materials.rst

@@ -7,7 +7,7 @@ Introduction
 ------------
 
 For the most common cases, Godot provides ready to use materials for
-most types of shaders, such as :ref:`SpatialMaterial <class_SpatialMaterial>`, 
+most types of shaders, such as :ref:`StandardMaterial3D <class_StandardMaterial3D>`, 
 :ref:`CanvasItemMaterial <class_CanvasItemMaterial>` and :ref:`ParticlesMaterial <class_ParticlesMaterial>`. 
 They are flexible implementations that cover most use cases.
 
@@ -69,7 +69,7 @@ your visual shader to a text shader.
 Converting to ShaderMaterial
 ----------------------------
 
-It is possible to convert from SpatialMaterial, CanvasItemMaterial and
+It is possible to convert from StandardMaterial3D, CanvasItemMaterial and
 ParticlesMaterial to ShaderMaterial. To do so, go to the material properties
 and select the convert option.
 
@@ -77,5 +77,5 @@ and select the convert option.
 
 .. note::
     
-   Using the convert option will turn the SpatialMaterial into a ShaderMaterial
+   Using the convert option will turn the StandardMaterial3D into a ShaderMaterial
    with a text shader, not a visual shader.

+ 1 - 1
tutorials/shading/shading_reference/particle_shader.rst

@@ -58,7 +58,7 @@ Global built-ins are available everywhere, including custom functions.
 Vertex built-ins
 ^^^^^^^^^^^^^^^^
 
-In order to use the ``COLOR`` variable in a SpatialMaterial, set ``use_vertex_as_albedo``
+In order to use the ``COLOR`` variable in a StandardMaterial3D, set ``use_vertex_as_albedo``
 to ``true``. In a ShaderMaterial, access it with the ``COLOR`` variable.
 
 +---------------------------------+-------------------------------------------------------------------------------------+

+ 1 - 1
tutorials/shading/your_first_shader/your_second_spatial_shader.rst

@@ -141,7 +141,7 @@ when you are looking at the surface head-on or at a glancing angle.
   float fresnel = sqrt(1.0 - dot(NORMAL, VIEW));
 
 And mix it into both ``ROUGHNESS`` and ``ALBEDO``. This is the benefit of ShaderMaterials over 
-SpatialMaterials. With SpatialMaterials, we could set these properties with a texture, or to a flat
+StandardMaterial3Ds. With StandardMaterial3D, we could set these properties with a texture, or to a flat
 number. But with shaders we can set them based on any mathematical function that we can dream up.