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Merge pull request #60803 from Chaosus/shader_hint_rename

Rename `hint_albedo`, `hint_white/black` in shaders
Rémi Verschelde 3 years ago
parent
commit
1314e6cbcc

+ 1 - 1
doc/classes/VisualShaderNodeTextureUniform.xml

@@ -27,7 +27,7 @@
 			No hints are added to the uniform declaration.
 		</constant>
 		<constant name="TYPE_COLOR" value="1" enum="TextureType">
-			Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
+			Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
 		</constant>
 		<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
 			Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.

+ 5 - 8
drivers/gles3/storage/material_storage.cpp

@@ -981,7 +981,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
 			//value=E.value.default_value;
 		} else {
 			//zero because it was not provided
-			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 				//colors must be set as black, with alpha as 1.0
 				_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
 			} else {
@@ -1117,8 +1117,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 				case ShaderLanguage::TYPE_USAMPLER2D:
 				case ShaderLanguage::TYPE_SAMPLER2D: {
 					switch (p_texture_uniforms[i].hint) {
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
 							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
 						} break;
 						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
@@ -1138,8 +1137,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 
 				case ShaderLanguage::TYPE_SAMPLERCUBE: {
 					switch (p_texture_uniforms[i].hint) {
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
 							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
 						} break;
 						default: {
@@ -1155,8 +1153,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 				case ShaderLanguage::TYPE_USAMPLER3D:
 				case ShaderLanguage::TYPE_SAMPLER3D: {
 					switch (p_texture_uniforms[i].hint) {
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
 							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
 						} break;
 						default: {
@@ -1187,7 +1184,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 				p_textures[k++] = gl_texture;
 			}
 		} else {
-			//bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
+			//bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR;
 
 			for (int j = 0; j < textures.size(); j++) {
 				Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);

+ 1 - 1
editor/plugins/skeleton_3d_editor_plugin.cpp

@@ -821,7 +821,7 @@ Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skel
 
 shader_type spatial;
 render_mode unshaded, shadows_disabled, depth_draw_always;
-uniform sampler2D texture_albedo : hint_albedo;
+uniform sampler2D texture_albedo : source_color;
 uniform float point_size : hint_range(0,128) = 32;
 void vertex() {
 	if (!OUTPUT_IS_SRGB) {

+ 3 - 3
scene/resources/fog_material.cpp

@@ -148,11 +148,11 @@ void FogMaterial::_update_shader() {
 shader_type fog;
 
 uniform float density : hint_range(0, 1, 0.0001) = 1.0;
-uniform vec4 albedo : hint_color = vec4(1.0);
-uniform vec4 emission : hint_color = vec4(0, 0, 0, 1);
+uniform vec4 albedo : source_color = vec4(1.0);
+uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
 uniform float height_falloff = 0.0;
 uniform float edge_fade = 0.1;
-uniform sampler3D density_texture: hint_white;
+uniform sampler3D density_texture: hint_default_white;
 
 
 void fog() {

+ 16 - 16
scene/resources/material.cpp

@@ -631,8 +631,8 @@ void BaseMaterial3D::_update_shader() {
 
 	code += ";\n";
 
-	code += "uniform vec4 albedo : hint_color;\n";
-	code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n";
+	code += "uniform vec4 albedo : source_color;\n";
+	code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
 	if (grow_enabled) {
 		code += "uniform float grow;\n";
 	}
@@ -669,7 +669,7 @@ void BaseMaterial3D::_update_shader() {
 	//TODO ALL HINTS
 	if (!orm) {
 		code += "uniform float roughness : hint_range(0,1);\n";
-		code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
 		code += "uniform vec4 metallic_texture_channel;\n";
 		switch (roughness_texture_channel) {
 			case TEXTURE_CHANNEL_RED: {
@@ -704,8 +704,8 @@ void BaseMaterial3D::_update_shader() {
 	}
 
 	if (features[FEATURE_EMISSION]) {
-		code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n";
-		code += "uniform vec4 emission : hint_color;\n";
+		code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
+		code += "uniform vec4 emission : source_color;\n";
 		code += "uniform float emission_energy;\n";
 	}
 
@@ -722,48 +722,48 @@ void BaseMaterial3D::_update_shader() {
 	if (features[FEATURE_RIM]) {
 		code += "uniform float rim : hint_range(0,1);\n";
 		code += "uniform float rim_tint : hint_range(0,1);\n";
-		code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
 	}
 	if (features[FEATURE_CLEARCOAT]) {
 		code += "uniform float clearcoat : hint_range(0,1);\n";
 		code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
-		code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
 	}
 	if (features[FEATURE_ANISOTROPY]) {
 		code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
 		code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
 	}
 	if (features[FEATURE_AMBIENT_OCCLUSION]) {
-		code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
 		code += "uniform vec4 ao_texture_channel;\n";
 		code += "uniform float ao_light_affect;\n";
 	}
 
 	if (features[FEATURE_DETAIL]) {
-		code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
 		code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
-		code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";
 	}
 
 	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
 		code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
-		code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
 	}
 
 	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
-		code += "uniform vec4 transmittance_color : hint_color;\n";
+		code += "uniform vec4 transmittance_color : source_color;\n";
 		code += "uniform float transmittance_depth;\n";
-		code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
 		code += "uniform float transmittance_boost;\n";
 	}
 
 	if (features[FEATURE_BACKLIGHT]) {
-		code += "uniform vec4 backlight : hint_color;\n";
-		code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n";
+		code += "uniform vec4 backlight : source_color;\n";
+		code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
 	}
 
 	if (features[FEATURE_HEIGHT_MAPPING]) {
-		code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_str + ";\n";
 		code += "uniform float heightmap_scale;\n";
 		code += "uniform int heightmap_min_layers;\n";
 		code += "uniform int heightmap_max_layers;\n";

+ 4 - 4
scene/resources/particles_material.cpp

@@ -197,14 +197,14 @@ void ParticlesMaterial::_update_shader() {
 			code += "uniform vec3 emission_box_extents;\n";
 		} break;
 		case EMISSION_SHAPE_DIRECTED_POINTS: {
-			code += "uniform sampler2D emission_texture_normal : hint_black;\n";
+			code += "uniform sampler2D emission_texture_normal : hint_default_black;\n";
 			[[fallthrough]];
 		}
 		case EMISSION_SHAPE_POINTS: {
-			code += "uniform sampler2D emission_texture_points : hint_black;\n";
+			code += "uniform sampler2D emission_texture_points : hint_default_black;\n";
 			code += "uniform int emission_texture_point_count;\n";
 			if (emission_color_texture.is_valid()) {
-				code += "uniform sampler2D emission_texture_color : hint_white;\n";
+				code += "uniform sampler2D emission_texture_color : hint_default_white;\n";
 			}
 		} break;
 		case EMISSION_SHAPE_RING: {
@@ -228,7 +228,7 @@ void ParticlesMaterial::_update_shader() {
 		code += "uniform bool sub_emitter_keep_velocity;\n";
 	}
 
-	code += "uniform vec4 color_value : hint_color;\n";
+	code += "uniform vec4 color_value : source_color;\n";
 
 	code += "uniform vec3 gravity;\n";
 

+ 11 - 11
scene/resources/sky_material.cpp

@@ -250,14 +250,14 @@ void ProceduralSkyMaterial::_update_shader() {
 
 shader_type sky;
 
-uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0);
-uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
+uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0);
+uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
 uniform float sky_curve : hint_range(0, 1) = 0.15;
 uniform float sky_energy = 1.0;
-uniform sampler2D sky_cover : hint_black_albedo;
-uniform vec4 sky_cover_modulate : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
-uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0);
-uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
+uniform sampler2D sky_cover : source_color, hint_default_black;
+uniform vec4 sky_cover_modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0);
+uniform vec4 ground_bottom_color : source_color = vec4(0.2, 0.169, 0.133, 1.0);
+uniform vec4 ground_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
 uniform float ground_curve : hint_range(0, 1) = 0.02;
 uniform float ground_energy = 1.0;
 uniform float sun_angle_max = 30.0;
@@ -434,7 +434,7 @@ void PanoramaSkyMaterial::_update_shader() {
 
 shader_type sky;
 
-uniform sampler2D source_panorama : %s, hint_black_albedo;
+uniform sampler2D source_panorama : %s, source_color, hint_default_black;
 
 void sky() {
 	COLOR = texture(source_panorama, SKY_COORDS).rgb;
@@ -646,18 +646,18 @@ void PhysicalSkyMaterial::_update_shader() {
 shader_type sky;
 
 uniform float rayleigh : hint_range(0, 64) = 2.0;
-uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
+uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0);
 uniform float mie : hint_range(0, 1) = 0.005;
 uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
-uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
+uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0);
 
 uniform float turbidity : hint_range(0, 1000) = 10.0;
 uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
-uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
+uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0);
 uniform float exposure : hint_range(0, 128) = 0.1;
 uniform float dither_strength : hint_range(0, 10) = 1.0;
 
-uniform sampler2D night_sky : hint_black_albedo;
+uniform sampler2D night_sky : source_color, hint_default_black;
 
 const vec3 UP = vec3( 0.0, 1.0, 0.0 );
 

+ 78 - 146
scene/resources/visual_shader_nodes.cpp

@@ -700,7 +700,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
 			case TYPE_DATA:
 				break;
 			case TYPE_COLOR:
-				u += " : hint_albedo";
+				u += " : source_color";
 				break;
 			case TYPE_NORMAL_MAP:
 				u += " : hint_normal";
@@ -1463,7 +1463,7 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
 			case TYPE_DATA:
 				break;
 			case TYPE_COLOR:
-				u += " : hint_albedo";
+				u += " : source_color";
 				break;
 			case TYPE_NORMAL_MAP:
 				u += " : hint_normal";
@@ -5113,7 +5113,7 @@ Color VisualShaderNodeColorUniform::get_default_value() const {
 }
 
 String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-	String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
+	String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : source_color";
 	if (default_value_enabled) {
 		code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
 	}
@@ -5567,71 +5567,32 @@ Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() c
 VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
 }
 
-////////////// Texture Uniform
-
-String VisualShaderNodeTextureUniform::get_caption() const {
-	return "TextureUniform";
-}
-
-int VisualShaderNodeTextureUniform::get_input_port_count() const {
-	return 0;
-}
-
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
-	return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
-	return "";
-}
+//////////////
 
-int VisualShaderNodeTextureUniform::get_output_port_count() const {
-	return 1;
-}
-
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
-	switch (p_port) {
-		case 0:
-			return PORT_TYPE_SAMPLER;
-		default:
-			return PORT_TYPE_SCALAR;
-	}
-}
-
-String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
-	switch (p_port) {
-		case 0:
-			return "sampler2D";
-		default:
-			return "";
-	}
-}
-
-String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::TextureRepeat p_texture_repeat) {
+	String code;
 	bool has_colon = false;
-	String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
 
 	// type
 	{
 		String type_code;
 
-		switch (texture_type) {
-			case TYPE_DATA:
-				if (color_default == COLOR_DEFAULT_BLACK) {
-					type_code = "hint_black";
+		switch (p_texture_type) {
+			case VisualShaderNodeTextureUniform::TYPE_DATA:
+				if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+					type_code = "hint_default_black";
 				}
 				break;
-			case TYPE_COLOR:
-				if (color_default == COLOR_DEFAULT_BLACK) {
-					type_code = "hint_black_albedo";
-				} else {
-					type_code = "hint_albedo";
+			case VisualShaderNodeTextureUniform::TYPE_COLOR:
+				type_code = "source_color";
+				if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+					type_code += ", hint_default_black";
 				}
 				break;
-			case TYPE_NORMAL_MAP:
+			case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
 				type_code = "hint_normal";
 				break;
-			case TYPE_ANISOTROPY:
+			case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
 				type_code = "hint_anisotropy";
 				break;
 			default:
@@ -5648,23 +5609,23 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
 	{
 		String filter_code;
 
-		switch (texture_filter) {
-			case FILTER_NEAREST:
+		switch (p_texture_filter) {
+			case VisualShaderNodeTextureUniform::FILTER_NEAREST:
 				filter_code = "filter_nearest";
 				break;
-			case FILTER_LINEAR:
+			case VisualShaderNodeTextureUniform::FILTER_LINEAR:
 				filter_code = "filter_linear";
 				break;
-			case FILTER_NEAREST_MIPMAP:
+			case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
 				filter_code = "filter_nearest_mipmap";
 				break;
-			case FILTER_LINEAR_MIPMAP:
+			case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
 				filter_code = "filter_linear_mipmap";
 				break;
-			case FILTER_NEAREST_MIPMAP_ANISOTROPIC:
+			case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
 				filter_code = "filter_nearest_mipmap_anisotropic";
 				break;
-			case FILTER_LINEAR_MIPMAP_ANISOTROPIC:
+			case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
 				filter_code = "filter_linear_mipmap_anisotropic";
 				break;
 			default:
@@ -5686,11 +5647,11 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
 	{
 		String repeat_code;
 
-		switch (texture_repeat) {
-			case REPEAT_ENABLED:
+		switch (p_texture_repeat) {
+			case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
 				repeat_code = "repeat_enable";
 				break;
-			case REPEAT_DISABLED:
+			case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
 				repeat_code = "repeat_disable";
 				break;
 			default:
@@ -5707,6 +5668,52 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
 		}
 	}
 
+	return code;
+}
+
+////////////// Texture Uniform
+
+String VisualShaderNodeTextureUniform::get_caption() const {
+	return "TextureUniform";
+}
+
+int VisualShaderNodeTextureUniform::get_input_port_count() const {
+	return 0;
+}
+
+VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
+	return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
+	return "";
+}
+
+int VisualShaderNodeTextureUniform::get_output_port_count() const {
+	return 1;
+}
+
+VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
+	switch (p_port) {
+		case 0:
+			return PORT_TYPE_SAMPLER;
+		default:
+			return PORT_TYPE_SCALAR;
+	}
+}
+
+String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
+	switch (p_port) {
+		case 0:
+			return "sampler2D";
+		default:
+			return "";
+	}
+}
+
+String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+	String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
+	code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
 	code += ";\n";
 	return code;
 }
@@ -5986,33 +5993,8 @@ String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) c
 
 String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
-
-	switch (texture_type) {
-		case TYPE_DATA:
-			if (color_default == COLOR_DEFAULT_BLACK) {
-				code += " : hint_black;\n";
-			} else {
-				code += ";\n";
-			}
-			break;
-		case TYPE_COLOR:
-			if (color_default == COLOR_DEFAULT_BLACK) {
-				code += " : hint_black_albedo;\n";
-			} else {
-				code += " : hint_albedo;\n";
-			}
-			break;
-		case TYPE_NORMAL_MAP:
-			code += " : hint_normal;\n";
-			break;
-		case TYPE_ANISOTROPY:
-			code += " : hint_anisotropy;\n";
-			break;
-		default:
-			code += ";\n";
-			break;
-	}
-
+	code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+	code += ";\n";
 	return code;
 }
 
@@ -6035,33 +6017,8 @@ String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const
 
 String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
-
-	switch (texture_type) {
-		case TYPE_DATA:
-			if (color_default == COLOR_DEFAULT_BLACK) {
-				code += " : hint_black;\n";
-			} else {
-				code += ";\n";
-			}
-			break;
-		case TYPE_COLOR:
-			if (color_default == COLOR_DEFAULT_BLACK) {
-				code += " : hint_black_albedo;\n";
-			} else {
-				code += " : hint_albedo;\n";
-			}
-			break;
-		case TYPE_NORMAL_MAP:
-			code += " : hint_normal;\n";
-			break;
-		case TYPE_ANISOTROPY:
-			code += " : hint_anisotropy;\n";
-			break;
-		default:
-			code += ";\n";
-			break;
-	}
-
+	code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+	code += ";\n";
 	return code;
 }
 
@@ -6084,33 +6041,8 @@ String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
 
 String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
-
-	switch (texture_type) {
-		case TYPE_DATA:
-			if (color_default == COLOR_DEFAULT_BLACK) {
-				code += " : hint_black;\n";
-			} else {
-				code += ";\n";
-			}
-			break;
-		case TYPE_COLOR:
-			if (color_default == COLOR_DEFAULT_BLACK) {
-				code += " : hint_black_albedo;\n";
-			} else {
-				code += " : hint_albedo;\n";
-			}
-			break;
-		case TYPE_NORMAL_MAP:
-			code += " : hint_normal;\n";
-			break;
-		case TYPE_ANISOTROPY:
-			code += " : hint_anisotropy;\n";
-			break;
-		default:
-			code += ";\n";
-			break;
-	}
-
+	code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+	code += ";\n";
 	return code;
 }
 

+ 4 - 6
servers/rendering/renderer_rd/storage_rd/material_storage.cpp

@@ -955,7 +955,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
 			//value=E.value.default_value;
 		} else {
 			//zero because it was not provided
-			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 				//colors must be set as black, with alpha as 1.0
 				_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
 			} else {
@@ -1090,8 +1090,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 				case ShaderLanguage::TYPE_USAMPLER2D:
 				case ShaderLanguage::TYPE_SAMPLER2D: {
 					switch (p_texture_uniforms[i].hint) {
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
 							rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
 						} break;
 						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
@@ -1111,8 +1110,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 
 				case ShaderLanguage::TYPE_SAMPLERCUBE: {
 					switch (p_texture_uniforms[i].hint) {
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
-						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
 							rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
 						} break;
 						default: {
@@ -1152,7 +1150,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 				p_textures[k++] = rd_texture;
 			}
 		} else {
-			bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
+			bool srgb = p_use_linear_color && p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR;
 
 			for (int j = 0; j < textures.size(); j++) {
 				Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);

+ 34 - 48
servers/rendering/shader_language.cpp

@@ -190,13 +190,11 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
 	"OUT",
 	"INOUT",
 	"RENDER_MODE",
-	"HINT_WHITE_TEXTURE",
-	"HINT_BLACK_TEXTURE",
+	"SOURCE_COLOR",
+	"HINT_DEFAULT_WHITE_TEXTURE",
+	"HINT_DEFAULT_BLACK_TEXTURE",
 	"HINT_NORMAL_TEXTURE",
 	"HINT_ANISOTROPY_TEXTURE",
-	"HINT_ALBEDO_TEXTURE",
-	"HINT_BLACK_ALBEDO_TEXTURE",
-	"HINT_COLOR",
 	"HINT_RANGE",
 	"HINT_INSTANCE_INDEX",
 	"FILTER_NEAREST",
@@ -344,17 +342,15 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
 
 	// hints
 
+	{ TK_HINT_SOURCE_COLOR, "source_color", CF_UNSPECIFIED, {}, {} },
 	{ TK_HINT_RANGE, "hint_range", CF_UNSPECIFIED, {}, {} },
-	{ TK_HINT_COLOR, "hint_color", CF_UNSPECIFIED, {}, {} },
 	{ TK_HINT_INSTANCE_INDEX, "instance_index", CF_UNSPECIFIED, {}, {} },
 
 	// sampler hints
 
-	{ TK_HINT_ALBEDO_TEXTURE, "hint_albedo", CF_UNSPECIFIED, {}, {} },
-	{ TK_HINT_BLACK_ALBEDO_TEXTURE, "hint_black_albedo", CF_UNSPECIFIED, {}, {} },
 	{ TK_HINT_NORMAL_TEXTURE, "hint_normal", CF_UNSPECIFIED, {}, {} },
-	{ TK_HINT_WHITE_TEXTURE, "hint_white", CF_UNSPECIFIED, {}, {} },
-	{ TK_HINT_BLACK_TEXTURE, "hint_black", CF_UNSPECIFIED, {}, {} },
+	{ TK_HINT_DEFAULT_WHITE_TEXTURE, "hint_default_white", CF_UNSPECIFIED, {}, {} },
+	{ TK_HINT_DEFAULT_BLACK_TEXTURE, "hint_default_black", CF_UNSPECIFIED, {}, {} },
 	{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy", CF_UNSPECIFIED, {}, {} },
 	{ TK_HINT_ROUGHNESS_R, "hint_roughness_r", CF_UNSPECIFIED, {}, {} },
 	{ TK_HINT_ROUGHNESS_G, "hint_roughness_g", CF_UNSPECIFIED, {}, {} },
@@ -3421,17 +3417,7 @@ bool ShaderLanguage::is_float_type(DataType p_type) {
 	}
 }
 bool ShaderLanguage::is_sampler_type(DataType p_type) {
-	return p_type == TYPE_SAMPLER2D ||
-			p_type == TYPE_ISAMPLER2D ||
-			p_type == TYPE_USAMPLER2D ||
-			p_type == TYPE_SAMPLER2DARRAY ||
-			p_type == TYPE_ISAMPLER2DARRAY ||
-			p_type == TYPE_USAMPLER2DARRAY ||
-			p_type == TYPE_SAMPLER3D ||
-			p_type == TYPE_ISAMPLER3D ||
-			p_type == TYPE_USAMPLER3D ||
-			p_type == TYPE_SAMPLERCUBE ||
-			p_type == TYPE_SAMPLERCUBEARRAY;
+	return p_type > TYPE_MAT4 && p_type < TYPE_STRUCT;
 }
 
 Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
@@ -3618,7 +3604,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 3;
 
-					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 						PackedColorArray array = PackedColorArray();
 						for (int i = 0; i < array_size; i += 3) {
 							array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
@@ -3632,7 +3618,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 						value = Variant(array);
 					}
 				} else {
-					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 						value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
 					} else {
 						value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
@@ -3643,7 +3629,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				if (array_size > 0) {
 					array_size *= 4;
 
-					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 						PackedColorArray array = PackedColorArray();
 						for (int i = 0; i < array_size; i += 4) {
 							array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
@@ -3660,7 +3646,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 						value = Variant(array);
 					}
 				} else {
-					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+					if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 						value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
 					} else {
 						value = Variant(Quaternion(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
@@ -3842,14 +3828,14 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 			break;
 		case ShaderLanguage::TYPE_VEC3:
 			if (p_uniform.array_size > 0) {
-				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 					pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
 					pi.type = Variant::PACKED_COLOR_ARRAY;
 				} else {
 					pi.type = Variant::PACKED_VECTOR3_ARRAY;
 				}
 			} else {
-				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 					pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
 					pi.type = Variant::COLOR;
 				} else {
@@ -3859,13 +3845,13 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 			break;
 		case ShaderLanguage::TYPE_VEC4: {
 			if (p_uniform.array_size > 0) {
-				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 					pi.type = Variant::PACKED_COLOR_ARRAY;
 				} else {
 					pi.type = Variant::PACKED_FLOAT32_ARRAY;
 				}
 			} else {
-				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
 					pi.type = Variant::COLOR;
 				} else {
 					pi.type = Variant::QUATERNION;
@@ -8249,16 +8235,16 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
 							}
 
 							if (uniform2.array_size > 0) {
-								if (tk.type != TK_HINT_COLOR) {
+								if (tk.type != TK_HINT_SOURCE_COLOR) {
 									_set_error(RTR("This hint is not supported for uniform arrays."));
 									return ERR_PARSE_ERROR;
 								}
 							}
 
-							if (tk.type == TK_HINT_WHITE_TEXTURE) {
-								uniform2.hint = ShaderNode::Uniform::HINT_WHITE;
-							} else if (tk.type == TK_HINT_BLACK_TEXTURE) {
-								uniform2.hint = ShaderNode::Uniform::HINT_BLACK;
+							if (tk.type == TK_HINT_DEFAULT_WHITE_TEXTURE) {
+								uniform2.hint = ShaderNode::Uniform::HINT_DEFAULT_WHITE;
+							} else if (tk.type == TK_HINT_DEFAULT_BLACK_TEXTURE) {
+								uniform2.hint = ShaderNode::Uniform::HINT_DEFAULT_BLACK;
 							} else if (tk.type == TK_HINT_NORMAL_TEXTURE) {
 								uniform2.hint = ShaderNode::Uniform::HINT_NORMAL;
 							} else if (tk.type == TK_HINT_ROUGHNESS_NORMAL_TEXTURE) {
@@ -8275,16 +8261,12 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
 								uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
 							} else if (tk.type == TK_HINT_ANISOTROPY_TEXTURE) {
 								uniform2.hint = ShaderNode::Uniform::HINT_ANISOTROPY;
-							} else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
-								uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO;
-							} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
-								uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
-							} else if (tk.type == TK_HINT_COLOR) {
-								if (type != TYPE_VEC3 && type != TYPE_VEC4) {
-									_set_error(vformat(RTR("Color hint is for '%s' or '%s' only."), "vec3", "vec4"));
+							} else if (tk.type == TK_HINT_SOURCE_COLOR) {
+								if (type != TYPE_VEC3 && type != TYPE_VEC4 && type <= TYPE_MAT4) {
+									_set_error(vformat(RTR("Source color hint is for '%s', '%s' or sampler types only."), "vec3", "vec4"));
 									return ERR_PARSE_ERROR;
 								}
-								uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
+								uniform2.hint = ShaderNode::Uniform::HINT_SOURCE_COLOR;
 							} else if (tk.type == TK_HINT_RANGE) {
 								uniform2.hint = ShaderNode::Uniform::HINT_RANGE;
 								if (type != TYPE_FLOAT && type != TYPE_INT) {
@@ -8418,7 +8400,12 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
 								uniform2.repeat = REPEAT_ENABLE;
 							}
 
-							if (uniform2.hint != ShaderNode::Uniform::HINT_RANGE && uniform2.hint != ShaderNode::Uniform::HINT_NONE && uniform2.hint != ShaderNode::Uniform::HINT_COLOR && type <= TYPE_MAT4) {
+							if (uniform2.hint == ShaderNode::Uniform::HINT_SOURCE_COLOR) {
+								if (type != TYPE_VEC3 && type != TYPE_VEC4 && !is_sampler_type(type)) {
+									_set_error(vformat(RTR("This hint is only for '%s', '%s' or sampler types."), "vec3", "vec4"));
+									return ERR_PARSE_ERROR;
+								}
+							} else if (uniform2.hint != ShaderNode::Uniform::HINT_RANGE && uniform2.hint != ShaderNode::Uniform::HINT_NONE && !is_sampler_type(type)) {
 								_set_error(RTR("This hint is only for sampler types."));
 								return ERR_PARSE_ERROR;
 							}
@@ -9922,7 +9909,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
 		} break;
 		case COMPLETION_HINT: {
 			if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
-				ScriptLanguage::CodeCompletionOption option("hint_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
+				ScriptLanguage::CodeCompletionOption option("source_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
 				r_options->push_back(option);
 			} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {
 				ScriptLanguage::CodeCompletionOption option("hint_range", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
@@ -9944,10 +9931,9 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
 					options.push_back("filter_nearest");
 					options.push_back("filter_nearest_mipmap");
 					options.push_back("filter_nearest_mipmap_anisotropic");
-					options.push_back("hint_albedo");
 					options.push_back("hint_anisotropy");
-					options.push_back("hint_black");
-					options.push_back("hint_black_albedo");
+					options.push_back("hint_default_black");
+					options.push_back("hint_default_white");
 					options.push_back("hint_normal");
 					options.push_back("hint_roughness_a");
 					options.push_back("hint_roughness_b");
@@ -9955,7 +9941,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
 					options.push_back("hint_roughness_gray");
 					options.push_back("hint_roughness_normal");
 					options.push_back("hint_roughness_r");
-					options.push_back("hint_white");
+					options.push_back("source_color");
 					options.push_back("repeat_enable");
 					options.push_back("repeat_disable");
 				}

+ 6 - 10
servers/rendering/shader_language.h

@@ -160,8 +160,8 @@ public:
 		TK_ARG_OUT,
 		TK_ARG_INOUT,
 		TK_RENDER_MODE,
-		TK_HINT_WHITE_TEXTURE,
-		TK_HINT_BLACK_TEXTURE,
+		TK_HINT_DEFAULT_WHITE_TEXTURE,
+		TK_HINT_DEFAULT_BLACK_TEXTURE,
 		TK_HINT_NORMAL_TEXTURE,
 		TK_HINT_ROUGHNESS_NORMAL_TEXTURE,
 		TK_HINT_ROUGHNESS_R,
@@ -170,9 +170,7 @@ public:
 		TK_HINT_ROUGHNESS_A,
 		TK_HINT_ROUGHNESS_GRAY,
 		TK_HINT_ANISOTROPY_TEXTURE,
-		TK_HINT_ALBEDO_TEXTURE,
-		TK_HINT_BLACK_ALBEDO_TEXTURE,
-		TK_HINT_COLOR,
+		TK_HINT_SOURCE_COLOR,
 		TK_HINT_RANGE,
 		TK_HINT_INSTANCE_INDEX,
 		TK_FILTER_NEAREST,
@@ -653,10 +651,8 @@ public:
 		struct Uniform {
 			enum Hint {
 				HINT_NONE,
-				HINT_COLOR,
 				HINT_RANGE,
-				HINT_ALBEDO,
-				HINT_BLACK_ALBEDO,
+				HINT_SOURCE_COLOR,
 				HINT_NORMAL,
 				HINT_ROUGHNESS_NORMAL,
 				HINT_ROUGHNESS_R,
@@ -664,8 +660,8 @@ public:
 				HINT_ROUGHNESS_B,
 				HINT_ROUGHNESS_A,
 				HINT_ROUGHNESS_GRAY,
-				HINT_BLACK,
-				HINT_WHITE,
+				HINT_DEFAULT_BLACK,
+				HINT_DEFAULT_WHITE,
 				HINT_ANISOTROPY,
 				HINT_MAX
 			};