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Clarifying hint_albedo converts color space (#2925)

rainlizard 5 years ago
parent
commit
ed906f81b0
1 changed files with 2 additions and 4 deletions
  1. 2 4
      tutorials/shading/shading_reference/shading_language.rst

+ 2 - 4
tutorials/shading/shading_reference/shading_language.rst

@@ -487,6 +487,8 @@ to make the compiler understand for what the uniform is used.
     uniform float amount : hint_range(0, 1);
     uniform vec4 other_color : hint_color = vec4(1.0);
 
+It's important to understand that textures that are supplied as color require hints for proper sRGB->linear conversion (i.e. ``hint_albedo``), as Godot’s 3D engine renders in linear color space.
+
 Full list of hints below:
 
 +----------------+-------------------------------+-------------------------------------+
@@ -535,10 +537,6 @@ to shaders, Godot converts the type automatically. Below is a table of the corre
 .. note:: Be careful when setting shader uniforms from GDScript, no error will be thrown if the
           type does not match. Your shader will just exhibit undefined behaviour.
 
-As Godot's 3D engine renders in linear color space, it's important to understand that textures
-that are supplied as color (i.e. albedo) need to be specified as such for proper sRGB->linear
-conversion.
-
 Uniforms can also be assigned default values:
 
 .. code-block:: glsl