From 6177568e15909be628ffa552fd88a1b56e624edf Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E8=B0=A2=E5=A4=A9?= Date: Tue, 23 Jan 2024 10:44:11 +0800 Subject: [PATCH] Update spatial_shader.rst to delete outdated light shader usage --- tutorials/shaders/shader_reference/spatial_shader.rst | 3 --- 1 file changed, 3 deletions(-) diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 8809a9771fa..812067de0de 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -387,9 +387,6 @@ render_mode to ``unshaded``. If no light function is written, Godot will use the properties written to in the fragment function to calculate the lighting for you (subject to the render_mode). -To write a light function, assign something to ``DIFFUSE_LIGHT`` or ``SPECULAR_LIGHT``. Assigning nothing -means no light is processed. - The light function is called for every light in every pixel. It is called within a loop for each light type.