I'm trying to have a shadow catcher in godot: a material which is generally transparent, except it should shows the shadows cast onto it.
As per this thread this shader should do the job:
void fragment() {
ALBEDO = texture(SCREEN_TEXTURE, SCREEN_UV).rgb;
}
However, when I try to use it:
1. the material is not transparent (it's tinted blue)
2. it doesn't actually catch the shadows: you can see the shadow of the mug/hand can be seen twice:
What am I doing wrong? How do I get a working shadow catcher?
