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Add initial stencil documentation #10991
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+-------------------------------+------------------------------------------------------------------------------------------------------+ | ||
| **compare_equal** | Pass stencil test if the reference value is equal to the stencil buffer value. | | ||
+-------------------------------+------------------------------------------------------------------------------------------------------+ |
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missing documentation:
+-------------------------------+------------------------------------------------------------------------------------------------------+
| **compare_always** | Always pass stencil test. |
+-------------------------------+------------------------------------------------------------------------------------------------------+
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This should also have an example of a super basic stencil material so users can see how the syntax looks
@@ -35,6 +35,10 @@ For visual examples of these render modes, see :ref:`Standard Material 3D and OR | |||
+-------------------------------+------------------------------------------------------------------------------------------------------+ | |||
| **depth_test_disabled** | Disable depth testing. | | |||
+-------------------------------+------------------------------------------------------------------------------------------------------+ | |||
| **depth_test_default** | Depth test will discard the pixel if it is behind other pixels. | |
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Will need to mention using Depth test equal for opaque pass in in Forward+ renderer
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Will need to mention using Depth test equal for opaque pass in in Forward+ renderer
What would a user do with that extra information? I can't think of a scenario in which the user can tell the difference.
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I don' tthink i can fit it in this line of the documentation. any suggestion on where to put it?
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.. note:: | ||
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You can only read stencil in the transparent pass. |
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You can only read stencil in the transparent pass. | |
You can only read the stencil in the transparent pass. |
- Portals: Draw geometry that is normally "impossible" (non-Euclidian) by masking objects. | ||
- Shadows: Draw sharp shadows without relying on shadow maps. |
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Might be worth mentioning that portals and shadows can only currently be implemented in very simple forms, due to the lack of a multi-pass/programmable compositor.
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@Calinou removed shadows because I don't want to raise expectations too much, as there's likely some hard limitations there.
Co-authored-by: Hugo Locurcio <[email protected]> Co-authored-by: A Thousand Ships <[email protected]>
Documentation for godotengine/godot#80710