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Implement custom non-trivial Visual Shader nodes #64248
Implement custom non-trivial Visual Shader nodes #64248
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Is Also, looks like files in Godot's repository favor no spaces with
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The user can call
Thanks for going through the log! I will have to try it out. Since the plan is that it is automatically included anyway, the user doesn't need to include the file. (At least that's how I understood it when Clay John explained it to me) |
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I don't think adding functions to the core shaders to be used with the high level shaders is a good idea. This will increase compilation time for those shaders (and there are a lot to compile) without need. IMO if you want to add these things for the core shaders as something to help users, this should be downloaded from the asset library, not be provided built-in. If this is needed just for visual shaders, feel free to put those there directly, so they are used only on demand. Don't make them always available for the rest of the shaders. |
Is it possible to compile a snippet once, but still have it available everywhere? Otherwise, I agree that this should be in AssetLib, not core (knowing how many core shaders there are and how noticeable the shader compilation already is). |
@Chaosus had the idea for text-based shader add-ons but right now I guess we already have the shader preprocessor with include files that should do the trick. |
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I think no need to overcomplicate port names so much.
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Need to fix the static checks and generate docs. You can generate docs by executing the following command |
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Rebased and should be ready to merge |
Thanks! |
Implement (partly) these proposals:
(RotationMatrix node and other DistanceFade modes in future PR) godotengine/godot-proposals#5106
(only as VS node): godotengine/godot-proposals#5112