diff --git a/tutorials/assets_pipeline/img/cubemap_template_1x6.webp b/tutorials/assets_pipeline/img/cubemap_template_1x6.webp new file mode 100644 index 00000000000..fa5a3715f47 Binary files /dev/null and b/tutorials/assets_pipeline/img/cubemap_template_1x6.webp differ diff --git a/tutorials/assets_pipeline/img/cubemap_template_2x3.webp b/tutorials/assets_pipeline/img/cubemap_template_2x3.webp new file mode 100644 index 00000000000..97d1d64a4e6 Binary files /dev/null and b/tutorials/assets_pipeline/img/cubemap_template_2x3.webp differ diff --git a/tutorials/assets_pipeline/img/cubemap_template_3x2.webp b/tutorials/assets_pipeline/img/cubemap_template_3x2.webp new file mode 100644 index 00000000000..df11341baae Binary files /dev/null and b/tutorials/assets_pipeline/img/cubemap_template_3x2.webp differ diff --git a/tutorials/assets_pipeline/img/cubemap_template_6x1.webp b/tutorials/assets_pipeline/img/cubemap_template_6x1.webp new file mode 100644 index 00000000000..7f1be2d77f5 Binary files /dev/null and b/tutorials/assets_pipeline/img/cubemap_template_6x1.webp differ diff --git a/tutorials/assets_pipeline/importing_images.rst b/tutorials/assets_pipeline/importing_images.rst index 34934d7b0ca..292e37d60da 100644 --- a/tutorials/assets_pipeline/importing_images.rst +++ b/tutorials/assets_pipeline/importing_images.rst @@ -97,12 +97,21 @@ It is possible to choose other types of imported resources in the Import dock: texture applied onto a 3D surface. Texture3D is similar to a texture array, but with interpolation between layers. Texture3D is typically used for :ref:`class_FogMaterial` density maps in :ref:`volumetric fog - `, :ref:`class_Environment` 3D LUT color correction and - custom shaders. + `, :ref:`particle attractor ` + vector fields, :ref:`class_Environment` 3D LUT color correction, and custom shaders. - **TextureAtlas:** Import the image as an *atlas* of different textures. Can be used to reduce memory usage for animated 2D sprites. Only supported in 2D due to missing support in built-in 3D shaders. +For **Cubemap**, the expected image order is X+, X-, Y+, Y-, Z+, Z- +(in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). +Here are templates you can use for cubemap images (right-click > **Save Link As…**): + +- :download:`2×3 cubemap template (default layout option) ` +- :download:`3×2 cubemap template ` +- :download:`1×6 cubemap template ` +- :download:`6×1 cubemap template ` + Detect 3D ^^^^^^^^^ diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index 08ff01b34f7..3cee2c52d72 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -83,6 +83,7 @@ Most GLSL ES 3.0 datatypes are supported: | **samplerCube** | Sampler type for binding Cubemaps, which are read as float. | +----------------------+---------------------------------------------------------------------------------+ | **samplerCubeArray** | Sampler type for binding Cubemap arrays, which are read as float. | +| | Only supported in Forward+ and Mobile, not Compatibility. | +----------------------+---------------------------------------------------------------------------------+ Comments @@ -927,9 +928,10 @@ table of the corresponding types: +----------------------+-------------------------+------------------------------------------------------------+ | **usampler3D** | **Texture3D** | | +----------------------+-------------------------+------------------------------------------------------------+ -| **samplerCube** | **Cubemap** | | +| **samplerCube** | **Cubemap** | See :ref:`doc_importing_images_changing_import_type` for | +| | | instructions on importing cubemaps for use in Godot. | +----------------------+-------------------------+------------------------------------------------------------+ -| **samplerCubeArray** | **CubemapArray** | | +| **samplerCubeArray** | **CubemapArray** | Only supported in Forward+ and Mobile, not Compatibility. | +----------------------+-------------------------+------------------------------------------------------------+ .. note:: Be careful when setting shader uniforms from GDScript, no error will