From 86ca5ff5f0992c7b7d19889dd440bef28acf636d Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 25 Jan 2021 18:19:10 +0100 Subject: [PATCH] Document that ShaderMaterial doesn't support GIProbe emission --- doc/classes/GIProbe.xml | 1 + doc/classes/ShaderMaterial.xml | 1 + 2 files changed, 2 insertions(+) diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index c6c4310685b..d42d226164c 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -6,6 +6,7 @@ [GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked. Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality]. + [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. https://docs.godotengine.org/en/3.2/tutorials/3d/gi_probes.html diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 4bf105170cd..103167bb6c6 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -5,6 +5,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. + [b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe]. https://docs.godotengine.org/en/3.2/tutorials/shading/index.html