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Update list of spatial shader render modes for Godot 4.4 #9691

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@Calinou Calinou added enhancement area:manual Issues and PRs related to the Manual/Tutorials section of the documentation topic:shaders labels Aug 1, 2024
Comment on lines 354 to 388
| out float **PREMUL_ALPHA_FACTOR** | Premultiplied alpha factor. Only effective if ``render_mode blend_premul_alpha;`` is used. |
| | This should be written to when using a *shaded* material with premultiplied alpha blending for |
| | interaction with lighting. This is not required for unshaded materials. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
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Any ideas of a concrete example? I've based this description on the existing class reference, but it's not really obvious how you're supposed to write to it in a typical shaded PBR material scenario.

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Calinou commented Jan 24, 2025

Rebased and fleshed out with more descriptions – everything is now documented 🙂

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Besides the one comment about vertex lighting, seems fine to merge from my user's understanding of shaders.

This also improves the documentation for existing render modes.
@Calinou Calinou force-pushed the spatial-shader-update-render-modes branch from 07c01f5 to e43dd08 Compare January 25, 2025 17:43
@skyace65 skyace65 changed the title Update list of spatial shader render modes for Godot 4.3 Update list of spatial shader render modes for Godot 4.4 Jan 25, 2025
@skyace65 skyace65 requested a review from tetrapod00 January 25, 2025 17:55
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@tetrapod00 I'm going to go through this for grammar and spelling in a bit, any other changes you want before this is merged?

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@skyace65 No, that was the only thing; this looks good to merge now.

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Spelling and grammar wise everything looks good

@skyace65 skyace65 merged commit 6d965b1 into godotengine:master Jan 25, 2025
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Thanks!

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