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Convert SpatialMaterial references to StandardMaterial3D.

Marcel Admiraal 5 年之前
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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
 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
 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
 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.
 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
 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.
           when using the GLES2 renderer.
 
 
 Just like with :ref:`doc_reflection_probes`, and as stated in
 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
 GI Probes are similar to Reflection Probes, but they use a different and more
 complex technique to produce indirect light and reflections.
 complex technique to produce indirect light and reflections.
 
 

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

@@ -9,7 +9,7 @@
    using_transforms
    using_transforms
    optimizing_3d_performance
    optimizing_3d_performance
    3d_rendering_limitations
    3d_rendering_limitations
-   spatial_material
+   standard_material_3d
    lights_and_shadows
    lights_and_shadows
    reflection_probes
    reflection_probes
    gi_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`).
 -  Baked Light (read :ref:`doc_baked_lightmaps`).
 
 
 The emission color is a material property. You can read more about it
 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
 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
 The Godot renderer is a little different to what is out there. It's designed
 to minimize GPU state changes as much as possible.
 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
 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.
 custom shaders are used, make sure to reuse them as much as possible.
 Godot's priorities will be like this:
 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
    of objects (in the hundreds or thousands) try reusing the materials
    or in the worst case use atlases.
    or in the worst case use atlases.
 -  **Reusing Shaders**: If materials can't be reused, at least try to
 -  **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).
    configuration).
 
 
 If a scene has, for example, 20.000 objects with 20.000 different
 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
 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.
 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
 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
 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,
 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.
 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 *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*
 the node using the mesh (such as a MeshInstance node), or in the *Material Override*
 property of the node using the mesh.
 property of the node using the mesh.
@@ -160,7 +160,7 @@ option on will help them look correct.
 Parameters
 Parameters
 -----------
 -----------
 
 
-``SpatialMaterial`` also has several configurable parameters to tweak
+``StandardMaterial3D`` also has several configurable parameters to tweak
 many aspects of the rendering:
 many aspects of the rendering:
 
 
 .. image:: img/spatial_material5.png
 .. 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
 project, or for a given viewport, Godot will still user Low Dynamic Range (LDR) which limits
 viewport values to the ``0-1`` range.
 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
 - Refraction
 - Subsurface scattering
 - Subsurface scattering
@@ -61,7 +61,7 @@ In GLES2, the following advanced rendering features in the :ref:`SpatialMaterial
 - Clearcoat
 - Clearcoat
 - Depth mapping
 - 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
 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
 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():
     func get_resource_type():
-        return "SpatialMaterial"
+        return "StandardMaterial3D"
 
 
 The imported resource has a specific type, so the editor can know which property
 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
 slot it belongs to. This allows drag and drop from the FileSystem dock to a
 property in the Inspector.
 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.
 objects.
 
 
 .. note:: If you need to import different types from the same extension, you
 .. 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
     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
 imported resource. We create a new instance of it and then set its albedo color
 as the value we got before.
 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()
     next_pass.albedo_color = color.inverted()
     var next_pass_path = "%s.next_pass.%s" % [save_path, get_save_extension()]
     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
 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>`. 
 :ref:`CanvasItemMaterial <class_CanvasItemMaterial>` and :ref:`ParticlesMaterial <class_ParticlesMaterial>`. 
 They are flexible implementations that cover most use cases.
 They are flexible implementations that cover most use cases.
 
 
@@ -69,7 +69,7 @@ your visual shader to a text shader.
 Converting to ShaderMaterial
 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
 ParticlesMaterial to ShaderMaterial. To do so, go to the material properties
 and select the convert option.
 and select the convert option.
 
 
@@ -77,5 +77,5 @@ and select the convert option.
 
 
 .. note::
 .. 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.
    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
 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.
 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));
   float fresnel = sqrt(1.0 - dot(NORMAL, VIEW));
 
 
 And mix it into both ``ROUGHNESS`` and ``ALBEDO``. This is the benefit of ShaderMaterials over 
 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.
 number. But with shaders we can set them based on any mathematical function that we can dream up.