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Asked By | ichster |
I would like to pass a varying that originates in a particle shader file:
shader_type particles;
varying flat float var;
void vertex() {
var = 1.0;
...
}
To a CanvasItem shader in a separate file:
shader_type canvas_item;
varying flat float var;
void fragment() {
if (var == 1.0) {
// do something
...
}
}
Is there a way to do this? Currently the fragment shader can’t find the varying var
and so var
is always 0
.
you are using Next Pass for your second shader?
Material — Godot Engine (stable) documentation in English
rakkarage | 2020-05-23 15:43