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@@ -169,7 +169,7 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| inout vec3 **BINORMAL** | Binormal in local coordinates. |
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+----------------------------------------+--------------------------------------------------------+
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-| inout vec4 **POSITION** | If written to, overrides final vertex position. |
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+| out vec4 **POSITION** | If written to, overrides final vertex position. |
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+----------------------------------------+--------------------------------------------------------+
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| inout vec2 **UV** | UV main channel. |
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+----------------------------------------+--------------------------------------------------------+
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@@ -177,7 +177,7 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| inout vec4 **COLOR** | Color from vertices. |
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+----------------------------------------+--------------------------------------------------------+
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-| inout float **ROUGHNESS** | Roughness for vertex lighting. |
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+| out float **ROUGHNESS** | Roughness for vertex lighting. |
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+----------------------------------------+--------------------------------------------------------+
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| inout float **POINT_SIZE** | Point size for point rendering. |
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+----------------------------------------+--------------------------------------------------------+
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@@ -195,13 +195,13 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| inout vec4 **BONE_WEIGHTS** | |
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+----------------------------------------+--------------------------------------------------------+
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-| inout vec4 **CUSTOM0** | |
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+| out vec4 **CUSTOM0** | |
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+----------------------------------------+--------------------------------------------------------+
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-| inout vec4 **CUSTOM1** | |
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+| out vec4 **CUSTOM1** | |
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+----------------------------------------+--------------------------------------------------------+
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-| inout vec4 **CUSTOM2** | |
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+| out vec4 **CUSTOM2** | |
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+----------------------------------------+--------------------------------------------------------+
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-| inout vec4 **CUSTOM3** | |
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+| out vec4 **CUSTOM3** | |
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+----------------------------------------+--------------------------------------------------------+
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Fragment built-ins
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@@ -247,15 +247,15 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
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+| sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in sampler2D **NORMAL_ROUGHNESS_TEXTURE** | |
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+| sampler2D **NORMAL_ROUGHNESS_TEXTURE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
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+| sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **DEPTH** | Custom depth value (0..1). |
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+| out float **DEPTH** | Custom depth value (0..1). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **NORMAL** | Normal that comes from vertex function (default, in view space). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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@@ -263,63 +263,63 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **BINORMAL** | Binormal that comes from vertex function. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec3 **NORMAL_MAP** | Set normal here if reading normal from a texture instead of NORMAL. |
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+| out vec3 **NORMAL_MAP** | Set normal here if reading normal from a texture instead of NORMAL. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **NORMAL_MAP_DEPTH** | Depth from variable above. Defaults to 1.0. |
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+| out float **NORMAL_MAP_DEPTH** | Depth from variable above. Defaults to 1.0. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec3 **ALBEDO** | Albedo (default white). |
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+| out vec3 **ALBEDO** | Albedo (default white). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **ALPHA** | Alpha (0..1); if written to, the material will go to the transparent pipeline. |
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+| out float **ALPHA** | Alpha (0..1); if written to, the material will go to the transparent pipeline. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **ALPHA_SCISSOR_THRESHOLD** | If written to, values below a certain amount of alpha are discarded. |
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+| out float **ALPHA_SCISSOR_THRESHOLD** | If written to, values below a certain amount of alpha are discarded. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **ALPHA_HASH_SCALE** | |
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+| out float **ALPHA_HASH_SCALE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **ALPHA_ANTIALIASING_EDGE** | |
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+| out float **ALPHA_ANTIALIASING_EDGE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec2 **ALPHA_TEXTURE_COORDINATE** | |
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+| out vec2 **ALPHA_TEXTURE_COORDINATE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **METALLIC** | Metallic (0..1). |
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+| out float **METALLIC** | Metallic (0..1). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
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+| out float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **ROUGHNESS** | Roughness (0..1). |
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+| out float **ROUGHNESS** | Roughness (0..1). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. |
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+| out float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting. |
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+| out float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **CLEARCOAT** | Small added specular blob. If used, Godot calculates Clearcoat. |
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+| out float **CLEARCOAT** | Small added specular blob. If used, Godot calculates Clearcoat. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. If used, Godot calculates Clearcoat. |
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+| out float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. If used, Godot calculates Clearcoat. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **ANISOTROPY** | For distorting the specular blob according to tangent space. |
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+| out float **ANISOTROPY** | For distorting the specular blob according to tangent space. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec2 **ANISOTROPY_FLOW** | Distortion direction, use with flowmaps. |
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+| out vec2 **ANISOTROPY_FLOW** | Distortion direction, use with flowmaps. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **SSS_STRENGTH** | Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object. |
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+| out float **SSS_STRENGTH** | Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec4 **SSS_TRANSMITTANCE_COLOR** | |
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+| out vec4 **SSS_TRANSMITTANCE_COLOR** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **SSS_TRANSMITTANCE_DEPTH** | |
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+| out float **SSS_TRANSMITTANCE_DEPTH** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **SSS_TRANSMITTANCE_CURVE** | |
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+| out float **SSS_TRANSMITTANCE_CURVE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **SSS_TRANSMITTANCE_BOOST** | |
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+| out float **SSS_TRANSMITTANCE_BOOST** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **BACKLIGHT** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **AO** | Strength of Ambient Occlusion. For use with pre-baked AO. |
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+| out float **AO** | Strength of Ambient Occlusion. For use with pre-baked AO. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1; default 0). |
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+| out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1; default 0). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
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+| out vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec4 **FOG** | If written to, blends final pixel color with FOG.rgb based on FOG.a. |
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+| out vec4 **FOG** | If written to, blends final pixel color with FOG.rgb based on FOG.a. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec4 **RADIANCE** | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. |
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+| out vec4 **RADIANCE** | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| inout vec4 **IRRADIANCE** | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. |
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+| out vec4 **IRRADIANCE** | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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Light built-ins
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@@ -400,10 +400,10 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
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| in bool **OUTPUT_IS_SRGB** | ``true`` when calculations happen in sRGB color |
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| | space (``true`` in GLES2, ``false`` in GLES3). |
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+-----------------------------------+----------------------------------------------------+
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-| inout vec3 **DIFFUSE_LIGHT** | Diffuse light result. |
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+| out vec3 **DIFFUSE_LIGHT** | Diffuse light result. |
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+-----------------------------------+----------------------------------------------------+
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-| inout vec3 **SPECULAR_LIGHT** | Specular light result. |
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+| out vec3 **SPECULAR_LIGHT** | Specular light result. |
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+-----------------------------------+----------------------------------------------------+
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-| inout float **ALPHA** | Alpha (0..1); if written to, the material will go |
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+| out float **ALPHA** | Alpha (0..1); if written to, the material will go |
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| | to the transparent pipeline. |
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+-----------------------------------+----------------------------------------------------+
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