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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Texture with 3 dimensions.
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</brief_description>
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<description>
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Texture3D is a 3-dimensional texture that has a width, height, and depth.
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Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. See also [TextureArray].
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[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.
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</description>
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<tutorials>
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</tutorials>
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Array of textures stored in a single primitive.
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</brief_description>
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<description>
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[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.
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[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:
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[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].
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[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):
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[codeblock]
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shader_type canvas_item;
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}
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[/codeblock]
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Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
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[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out:
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[codeblock]
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shader_type spatial;
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uniform sampler2DArray tex : hint_albedo;
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uniform int index;
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void fragment() {
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ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
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}
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[/codeblock]
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[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.
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</description>
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<tutorials>
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</tutorials>
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