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Subtree Shader Applicator 1.0.0 Tools 4.6 Community

Submitted by user Dani_kakes; MIT; 2026-03-17

SubtreeShaderApplicator is a helper node for pushing one material setup through an entire scene branch.

What it does:
- For 2D, it assigns the same Material resource to every CanvasItem in the target subtree.
- For 3D, it can assign material_override, material_overlay, and/or a shared next_pass to every GeometryInstance3D in the target subtree.
- If target_root_path is empty, it targets this helper node's children.

What it does not do:
- It does not combine a 2D subtree into one draw pass. If you need a single combined 2D shader pass, use Godot's CanvasGroup.
- It does not automatically watch runtime-spawned children. Call refresh_subtree() after adding nodes dynamically.
- A 3D next_pass is only preserved non-destructively for nodes that already have material_override or for MeshInstance3D surface materials. Other GeometryInstance3D types should prefer material_overlay.


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