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Merge pull request #95773 from tetrapod00/document-normal-texture-compositor
Add documentation for need for normal roughness texture conversion for CompositorEffects
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commit
612d4ea8f4
@ -57,6 +57,17 @@
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var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
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var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
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[/codeblock]
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The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from [url=https://github.com/godotengine/godot/blob/da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/url]:
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[codeblock]
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vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {
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float roughness = p_normal_roughness.w;
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if (roughness > 0.5) {
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roughness = 1.0 - roughness;
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}
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roughness /= (127.0 / 255.0);
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return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness);
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}
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[/codeblock]
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</member>
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<member name="needs_separate_specular" type="bool" setter="set_needs_separate_specular" getter="get_needs_separate_specular">
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If [code]true[/code] this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.
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