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Document using CUSTOM* built-ins to access extra UVs #8240

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noidexe opened this issue Oct 13, 2023 · 1 comment · Fixed by #9735
Closed

Document using CUSTOM* built-ins to access extra UVs #8240

noidexe opened this issue Oct 13, 2023 · 1 comment · Fixed by #9735

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@noidexe
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noidexe commented Oct 13, 2023

Your Godot version: 4.2-beta1

Issue description:
godotengine/godot#52504 this PR added support for multiple UVs. When importing a gltf file, the first two uvs are mapped to the UV and UV2 vertex build-ins, while the rest go to the xy and zw channels of the CUSTOM* built-ins, supporting up to 8 uvs total.
This doesn't seem to be documented anywhere. The table showing vertex build-ins lists CUSTOM0,1,2,3 but they have no description. I understand they are multipurpose but I think it'd be important to state somewhere that they are automatically populated with extra UVs

URL to the documentation page (if already existing): https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/spatial_shader.html#vertex-built-ins

@fire
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fire commented Mar 28, 2024

See also the proposal godotengine/godot-proposals#2266

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