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Instance uniforms are not implemented for 2D shaders #62943
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I guess this is because the editor isn't aware of per-instance uniforms. These were likely designed to be changed via code first and foremost. Edit: The issue is that per-instance uniforms (and likely global uniforms) aren't implemented for use in 2D ( |
Just to note, Global Uniforms should work with every shader type including sky, particles, and fog. Per-instance uniforms are a different story (although they could likely be made to work with FogVolumes)
Instance Uniforms belong to the GeometryInstance, not to the shader, so you don't set them using |
Had some trouble debugging this issue because I used |
I tried :< |
This is still a major issue in the beta, I noticed it wasn't included in the 4.0 roadmap was it decided that having this new shader feature be unavailable for 2D in the full 4.0 release? I might be blind so just double checking cuz I was super looking forward to it for my color palette* swapping xD |
We don't know whether this feature will be added in time for 4.0. It all depends on a motivated contributor being able to implement this 🙂 |
What is the workaround for instance uniforms for |
Godot version
4.11 alpha
System information
Windows 11
Issue description
Instance keyword makes hints disappear and makes GDscript helpless in controlling the value in any way [It defaults to 0, as for float];
Delete instance keyword, and it works again.
Steps to reproduce
shader:
sprite with an area2d and collisionshape:
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