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Add METALLIC to light() built-ins #42548

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merged 1 commit into from
Oct 9, 2020

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pezcode
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@pezcode pezcode commented Oct 4, 2020

This PR adds a METALLIC built-in to light() in spatial shaders, similar to the already existing ROUGHNESS. This fixes godotengine/godot-proposals#1604.

Relevant PR for the docs can be found here: godotengine/godot-docs#4198.

@YeldhamDev YeldhamDev added cherrypick:3.x Considered for cherry-picking into a future 3.x release enhancement topic:shaders labels Oct 4, 2020
@YeldhamDev YeldhamDev added this to the 4.0 milestone Oct 4, 2020
@YeldhamDev YeldhamDev removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Oct 4, 2020
@Chaosus Chaosus requested a review from clayjohn October 4, 2020 07:54
@akien-mga akien-mga merged commit e9ff086 into godotengine:master Oct 9, 2020
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Thanks!

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Could this PR be cherry picked for 3.2?

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Could this PR be cherry picked for 3.2?

I guess so, WDYT @clayjohn?

@akien-mga akien-mga added the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Jan 25, 2021
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@SIsilicon @akien-mga not cherry picked because the file name has been changed, but a PR for the equivalent change is certainly doable.

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Cherry-picked for 3.2.4.

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Feb 2, 2021
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Expose METALLIC in the light() function for spatial shaders
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