Merge pull request #95773 from tetrapod00/document-normal-texture-compositor

Add documentation for need for normal roughness texture conversion for CompositorEffects
This commit is contained in:
Rémi Verschelde 2024-09-12 09:25:15 +02:00
commit 612d4ea8f4
No known key found for this signature in database
GPG key ID: C3336907360768E1

View file

@ -57,6 +57,17 @@
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
[/codeblock]
The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from [url=https://github.com/godotengine/godot/blob/da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/url]:
[codeblock]
vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {
float roughness = p_normal_roughness.w;
if (roughness > 0.5) {
roughness = 1.0 - roughness;
}
roughness /= (127.0 / 255.0);
return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness);
}
[/codeblock]
</member>
<member name="needs_separate_specular" type="bool" setter="set_needs_separate_specular" getter="get_needs_separate_specular">
If [code]true[/code] this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.