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Tested the MRP on v4.4.dev5.official [9e60984], Windows 10. The converted shader material does indeed look different:
StandardMaterial:
ShaderMaterial:
In the past when we have had issues like this it has come from the shader parameters getting lost in translation. Can one of you check and see if the shader parameters of the new ShaderMaterial look correct?
I think it's from the generated shader's refraction_texture_channel being set to a default of vec4(0.0):
uniformvec4 refraction_texture_channel;
If you set one or more of the channels to 1.0, refraction returns. The other parameters mostly seem to transfer correctly, but the converted shader also appears to be a different color.
I duplicated the material in the filesystem, then converted with the filesystem Convert to ShaderMaterial context menu action that was recently added, if it makes a difference.
I can confirm that setting Metallic Texture Channel and Refraction Texture Channel x values to 1.0 makes the converted GDShader look similar to its source StandardMaterial3D (at least to my eyes). I think this is just #84633, but for refraction as well.
Tested versions
System information
Godot v4.4.dev5 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 32.0.15.6614) - AMD Ryzen 5 5600H with Radeon Graphics (12 threads)
Issue description
When converting a StandardMaterial3D to ShaderMaterial, refraction stops working.
Source StandardMaterial3D
Generated GDShader
Steps to reproduce
Minimal reproduction project (MRP)
conv-to-shader-refrac.zip
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