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Rename `hint_albedo`, `hint_white/black` in shaders

Yuri Rubinsky 3 years ago
parent
commit
c423eef3f5
1 changed files with 23 additions and 25 deletions
  1. 23 25
      tutorials/shaders/shader_reference/shading_language.rst

+ 23 - 25
tutorials/shaders/shader_reference/shading_language.rst

@@ -752,31 +752,29 @@ engine renders in linear color space.
 
 
 Full list of hints below:
 Full list of hints below:
 
 
-+----------------------+------------------------------------------------+--------------------------------------+
-| Type                 | Hint                                           | Description                          |
-+======================+================================================+======================================+
-| **vec3, 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_anisotropy                                | As flowmap, default to right.        |
-+----------------------+------------------------------------------------+--------------------------------------+
-| **sampler2D**        | hint_roughness[_r, _g, _b, _a, _normal, _gray] |                                      |
-+----------------------+------------------------------------------------+--------------------------------------+
-| **sampler2D**        | filter[_nearest, _linear][_mipmap][_aniso]     | Enabled specified texture filtering. |
-+----------------------+------------------------------------------------+--------------------------------------+
-| **sampler2D**        | repeat_[enable, disable]                       | Enabled texture repeating.           |
-+----------------------+------------------------------------------------+--------------------------------------+
++----------------------+------------------------------------------------+------------------------------------------------------+
+| Type                 | Hint                                           | Description                                          |
++======================+================================================+======================================================+
+| **vec3, vec4**       | source_color                                   | Used as color.                                       |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **int, float**       | hint_range(min, max[, step])                   | Used as range (with min/max/step).                   |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | source_color                                   | Used as albedo color.                                |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | hint_normal                                    | Used as normalmap.                                   |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | hint_default_white                             | As value or albedo color, default to white.          |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | hint_default_black                             | As value or albedo color, default to black.          |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | hint_anisotropy                                | As flowmap, default to right.                        |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | hint_roughness[_r, _g, _b, _a, _normal, _gray] |                                                      |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | filter[_nearest, _linear][_mipmap][_aniso]     | Enabled specified texture filtering.                 |
++----------------------+------------------------------------------------+------------------------------------------------------+
+| **sampler2D**        | repeat[_enable, _disable]                      | Enabled texture repeating.                           |
++----------------------+------------------------------------------------+------------------------------------------------------+
 
 
 GDScript uses different variable types than GLSL does, so when passing variables
 GDScript uses different variable types than GLSL does, so when passing variables
 from GDScript to shaders, Godot converts the type automatically. Below is a
 from GDScript to shaders, Godot converts the type automatically. Below is a