Document sampling a TextureArray with sRGB -> linear conversion

This is required when sampling an albedo map from a texture array
in 3D. Otherwise, colors will look washed out.

(cherry picked from commit 491acf346d)
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Hugo Locurcio 2021-12-09 23:47:52 +01:00 committed by Rémi Verschelde
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Texture with 3 dimensions.
</brief_description>
<description>
Texture3D is a 3-dimensional texture that has a width, height, and depth.
Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. See also [TextureArray].
[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
</description>
<tutorials>
</tutorials>

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Array of textures stored in a single primitive.
</brief_description>
<description>
[TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases.
[TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example:
[TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also [Texture3D].
[TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example (2D):
[codeblock]
shader_type canvas_item;
@ -17,6 +17,18 @@
}
[/codeblock]
Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -&gt; linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out:
[codeblock]
shader_type spatial;
uniform sampler2DArray tex : hint_albedo;
uniform int index;
void fragment() {
ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
}
[/codeblock]
[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
</description>
<tutorials>
</tutorials>