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.