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@@ -340,6 +340,13 @@ these properties, and if you don't write to them, Godot will optimize away the c
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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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+.. note::
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+
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+ Shaders going through the transparent pipeline when ``ALPHA`` is written to
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+ may exhibit transparency sorting issues. Read the
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+ :ref:`transparency sorting section in the 3D rendering limitations page <doc_3d_rendering_limitations_transparency_sorting>`
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+ for more information and ways to avoid issues.
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+
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Light built-ins
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^^^^^^^^^^^^^^^
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@@ -423,3 +430,10 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
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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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+
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+.. note::
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+
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+ Shaders going through the transparent pipeline when ``ALPHA`` is written to
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+ may exhibit transparency sorting issues. Read the
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+ :ref:`transparency sorting section in the 3D rendering limitations page <doc_3d_rendering_limitations_transparency_sorting>`
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+ for more information and ways to avoid issues.
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