Updated visual shader code to callgenerate_global_per_node()for nodes connected toVaryingSetternodes, even if they don't connect directly to Output. Fixes#101085
ResourceImporterShaderFile.xml ResourceImporterTexture.xml ResourceImporterTextureAtlas.xml ResourceImporterWAV.xml ResourceLoader.xml ResourcePreloader.xml ResourceSaver.xml ResourceUID.xml RibbonTrailMesh.xml RichTextEffect.xml RichTextLabel.xml RigidBody2D.xml RigidBody3D.xml RootMotionView.xml Sce...
Add const qualifier support for function arguments in shaders (GH-55103). Add random initial color feature for all Particles nodes (GH-55788). Add hints and default values to VisualShader uniform nodes (GH-56466). Allow pass varyings as out param to the function, when it's possible (GH-...
ResourceImporterShaderFile.xml ResourceImporterTexture.xml ResourceImporterTextureAtlas.xml ResourceImporterWAV.xml ResourceLoader.xml ResourcePreloader.xml ResourceSaver.xml ResourceUID.xml RibbonTrailMesh.xml RichTextEffect.xml RichTextLabel.xml RigidBody2D.xml RigidBody3D.xml RootMotionView.xml ...
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Returns [code]true[/code] on success. [b]Note:[/b] If a file from [param pack] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [param pack] unless [param replace_files] is set to [code]false[...
set_shader_param(param : String, value)voidSets the given shader parameter - DO NOT SET INTERNAL PARAMS (prefix "i_") TIPS Using your own fur patterns If you want to use your own pattern for the fur, you need use a texture with noise in the R channel used for the fur strand cutoff...
Installation Copy the node that you are interested in to your godot project tree Edit a Visual Shader Open the "Create Shader Node" dialog by pressing "Add Node..." or by right clicking anywhere in the Visual Shader editor Find the node that was previously added under "CustomNodes" groupAb...
A dissolve effect in particles' mesh shader fades the sprite in a way that simulates how sea spray atomizes once in the air.One major drawback of this method is that a large increase in particle amount only results in a small increase in sea spray density. This is due to the equal ...
#in GDScript material-name.set_shader_param("textureName", myTexture) material-name.set_shader_param("textureName_size", size_of_myTexture) Ok, I swear that I searched a lot before posting this issue :) Thanks for your reply. I just found out that I can useTEXTURE_PIXEL_SIZEinstead of...