Browse Source

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:
 
-+----------------------+------------------------------------------------+--------------------------------------+
-| 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
 from GDScript to shaders, Godot converts the type automatically. Below is a