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Asked By | TobiLa |
Hi,
what I’m trying right now in my mesh node in Godot 3.0.6 stable:
export(Color, RGBA) var albedo setget setAlbedo
var meshNode # this is set correctly in my code based on my tree structure,
# not relevant here
func setAlbedo(newAlbedo):
for i in range(meshNode.get_surface_count()):
var material = meshNode.surface_get_material(i)
material.set_shader_param("Albedo", newAlbedo)
albedo = newAlbedo
My shader code is the default shader code when converting a spatial material to shader material:
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform sampler2D texture_metallic : hint_white;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_white;
uniform vec4 roughness_texture_channel;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}
But it has no effect, weirldy I get no error messages.
Thanks in advance,
Tobi