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Clarify the usage of NORMAL_MAP in gdshader #11858
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area:manualIssues and PRs related to the Manual/Tutorials section of the documentationIssues and PRs related to the Manual/Tutorials section of the documentationenhancementtopic:shaders
Description
Your Godot version:
4.6-1
Issue description:
The documentation says:
Set normal here if reading normal from a texture instead of NORMAL.
This is insufficient because there are multiple parameters to take into account:
You can have two kinds of textures: RGTC for red/green compressed normal maps or (DXT5/BC3) for "purpleish" tangent space textures.
It's also not clear in which space they are supposed to be in. Is it view space? world space?
According to my tests, Godot expects Red/Green inside NORMAL_MAP, as seen here:
URL to the documentation page (if already existing):
https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html#doc-spatial-shader
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area:manualIssues and PRs related to the Manual/Tutorials section of the documentationIssues and PRs related to the Manual/Tutorials section of the documentationenhancementtopic:shaders