diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml index 4f53a189c5a..04b3eb77652 100644 --- a/doc/classes/Texture3D.xml +++ b/doc/classes/Texture3D.xml @@ -4,7 +4,8 @@ Texture with 3 dimensions. - 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. diff --git a/doc/classes/TextureArray.xml b/doc/classes/TextureArray.xml index b282d0bf40b..09391bd87fb 100644 --- a/doc/classes/TextureArray.xml +++ b/doc/classes/TextureArray.xml @@ -4,8 +4,8 @@ Array of textures stored in a single primitive. - [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 -> 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.