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Documentation overhaul
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documentation/Nodes/UV/Flipbook.md
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documentation/Nodes/UV/Flipbook.md
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# Flipbook node
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Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
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This node can be used to create a texture animation functionality, commonly used for particle effects and sprites. Animation frames will go from top left to bottom right.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.<br><br>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|rows|int|none|Amount of horizontal tiles in texture sheet|
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|columns|int|none|Amount of vertical tiles in texture sheet|
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|anim speed|float|none|Animation speed|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/ParallaxMapping.md
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documentation/Nodes/UV/ParallaxMapping.md
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# Parallax mapping node
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The Parallax Mapping node lets you create a parallax effect that displaces a Material's UVs to create the illusion of depth inside a Material.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.<br><br>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|height map|sampler2D|none|Height map texture|
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|amplitude|float|none|amplitude or depth of the effect|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/RadialShear.md
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documentation/Nodes/UV/RadialShear.md
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# Radial Shear node
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Applies a radial shear warping effect similar to a wave to the value of input UV.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|strength|float|none|Strength of the effect|
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|offset|vec2|none|Individual channel offsets|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/Rotate.md
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documentation/Nodes/UV/Rotate.md
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# Rotate node
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Rotates value of input UV around a reference point defined by input <b><i>center</i></b> by the amount of input <b><i>rotation</i></b>.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|rotation|float|none|Rotation amount in radians|
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**Controls**
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|Name|Options|Description|
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|---|---|---|
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|Units|Degrees, Radians|Specifies the unit for <i><b>rotation</b></i> input|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/Spherize.md
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documentation/Nodes/UV/Spherize.md
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# Spherize node
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Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|strength|float|none|Strength of the effect|
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|offset|vec2|none|Individual channel offsets|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/Swirl.md
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documentation/Nodes/UV/Swirl.md
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# Swirl node
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Applies a swirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>[Twirl node](/documentation/Nodes/UV/Twirl.md)</b></i>, key difference is it uses the inverse of vector length (One minus).<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|strength|float|none|Strength of the effect|
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|offset|vec2|none|Individual channel offsets|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/TilingAndOffset.md
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documentation/Nodes/UV/TilingAndOffset.md
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# Tiling and Offset node
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Tiles and offsets the value of input UV by the inputs <b><i>tiling</i></b> and <b><i>offset</i></b> respectively. This is commonly used for detail maps and scrolling textures over TIME.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|tiling|vec2|none|Amount of tiling to apply per channel|
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|offset|vec2|none|Amount of offset to apply per channel|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|None|Output UV value|
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___
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documentation/Nodes/UV/Twirl.md
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documentation/Nodes/UV/Twirl.md
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# Twirl node
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Applies a twirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>[Swirl node](/documentation/Nodes/UV/Swirl.md)</b></i>, key difference is it uses the length of a vector.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|center|vec2|none|Center reference point|
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|strength|float|none|Strength of the effect|
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|offset|vec2|none|Individual channel offsets|
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**Outputs**
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|Name|Type|Binding|Description|
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|uv|vec2|None|Output UV value|
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___
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