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Document limitations of refraction from using screen texture #100586

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merged 1 commit into from
Dec 20, 2024

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tetrapod00
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Closes #90171.

The existing note in the manual is long and I don't think it is appropriate to copy it entirely, or even to list all of these caveats in a single note in the class reference:

Refraction is implemented as a screen-space effect and forces the material to be transparent. This makes the effect relatively fast, but this results in some limitations:
Transparency sorting issues may occur.
The refractive material cannot refract onto itself, or onto other transparent materials. A refractive material behind another transparent material will be invisible.
Off-screen objects cannot appear in the refraction. This is most noticeable with high refraction strength values.
Opaque materials in front of the refractive material will appear to have "refracted" edges, even though they shouldn't.

We can expand this note over time, if any other issues can be closed by adding to it.

@tetrapod00 tetrapod00 added this to the 4.x milestone Dec 18, 2024
@tetrapod00 tetrapod00 requested a review from a team as a code owner December 18, 2024 23:57
@Mickeon Mickeon modified the milestones: 4.x, 4.4 Dec 19, 2024
@Repiteo Repiteo merged commit 7695628 into godotengine:master Dec 20, 2024
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Repiteo commented Dec 20, 2024

Thanks!

@tetrapod00 tetrapod00 deleted the refraction-screen-texture branch December 20, 2024 02:35
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Display issues of refraction and semi transparent objects
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