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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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tutorials/shaders/shader_reference/spatial_shader.rst

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@@ -37,7 +37,7 @@ For visual examples of these render modes, see :ref:`Standard Material 3D and OR
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **depth_test_default** | Depth test will discard the pixel if it is behind other pixels. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **depth_test_inverted** | Depth test will discard the pixel if it is in front of other pixels. Useful for stencil effects |
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| **depth_test_inverted** | Depth test will discard the pixel if it is in front of other pixels. Useful for stencil effects. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **sss_mode_skin** | Subsurface Scattering mode for skin (optimizes visuals for human skin, e.g. boosted red channel). |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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-------------
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.. note::
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Stencil support is experimental, use at your own risk.
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We will try to not break compatibility as much as possible, but if major flaws are found in the API, it may change in the next version.
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We will try to not break compatibility as much as possible,
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but if significant flaws are found in the API, it may change
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in the next minor version.
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Stencil operations are a set of operations that allow to write to
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Stencil operations are a set of operations that allow writing to
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an efficient buffer in an hardware-accelerated manner.
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Stencil is generally used to mask in or out parts of the scene.
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This is generally used to mask in or out parts of the scene.
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Some of the most well-known uses are:
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- Outlines: Stencil allows to mask out the inner mesh that is being outlined to avoid inner outlines.
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- Outlines: Mask out the inner mesh that is being outlined to avoid inner outlines.
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- X-Ray: Display a mesh behind other objects.
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- Portals: Draw geometry that is normally "impossible" (non-Euclidian) by masking objects.
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- Shadows: Draw sharp shadows without relying on shadow maps.
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| **compare_less** | Pass stencil test if the reference value is less than the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **compare_less_or_equal** | Pass stencil test if the reference value is less or equal than the stencil buffer value. |
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| **compare_less_or_equal** | Pass stencil test if the reference value is less than or equal to the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **compare_greater** | Pass stencil test if the reference value is greater than the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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| **compare_greater_or_equal** | Pass stencil test if the reference value is greater or equal than the stencil buffer value. |
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| **compare_greater_or_equal** | Pass stencil test if the reference value is greater than or equal to the stencil buffer value. |
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+-------------------------------+------------------------------------------------------------------------------------------------------+
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