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Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r--scene/resources/sky_material.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index ec00f9d7b7..39082b6f7a 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -30,6 +30,8 @@
#include "sky_material.h"
+#include "core/version.h"
+
Mutex ProceduralSkyMaterial::shader_mutex;
RID ProceduralSkyMaterial::shader;
@@ -204,7 +206,10 @@ void ProceduralSkyMaterial::_update_shader() {
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
+// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
+
shader_type sky;
uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
@@ -350,10 +355,13 @@ void PanoramaSkyMaterial::_update_shader() {
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
+// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
+
shader_type sky;
-uniform sampler2D source_panorama : filter_linear;
+uniform sampler2D source_panorama : filter_linear, hint_albedo;
void sky() {
COLOR = texture(source_panorama, SKY_COORDS).rgb;
@@ -561,7 +569,10 @@ void PhysicalSkyMaterial::_update_shader() {
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
+// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
+
shader_type sky;
uniform float rayleigh : hint_range(0, 64) = 2.0;
@@ -576,7 +587,7 @@ uniform vec4 ground_color : hint_color = vec4(1.0);
uniform float exposure : hint_range(0, 128) = 0.1;
uniform float dither_strength : hint_range(0, 10) = 1.0;
-uniform sampler2D night_sky : hint_black;
+uniform sampler2D night_sky : hint_black_albedo;
const vec3 UP = vec3( 0.0, 1.0, 0.0 );