Godot: Visual shader node editor to come back?

Created on 13 Apr 2017  Â·  5Comments  Â·  Source: godotengine/godot

In my first little round of testing with Godot 3, I noticed that we were back to more complex shaders being done by way of scripting only with no node-based shader builder like in Godot 2.1.

Is the Visual Shader Editor slated to come back, I find it very useful for cases like creating a terrain shader (with multiple textures) and other things such as using a colored black and white texture (which allows one to save space since they can have an unlimited combination of colors for use in many different materials)? There's also the whole thing of allowing a lot of different textures for additional detail.

That node-based workflow might work even better now with the improvements made for the visual logic editing, any chance that the VSE will be back in 3.0 final?

archived feature proposal editor rendering

Most helpful comment

Yes, will eventually come back

On Apr 13, 2017 9:03 PM, "Ace-Dragon" notifications@github.com wrote:

In my first little round of testing with Godot 3, I noticed that we were
back to more complex shaders being done by way of scripting only with no
node-based shader builder like in Godot 2.1.

Is the Visual Shader Editor slated to come back, I find it very useful for
cases like creating a terrain shader (with multiple textures) and other
things such as using a colored black and white texture (which allows one to
save space since they can have an unlimited combination of colors for use
in many different materials)? There's also the whole thing of allowing a
lot of different textures for additional detail.

That node-based workflow might work even better now with the improvements
made for the visual logic editing, any chance that the VSE will be back in
3.0 final?

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Yes, will eventually come back

On Apr 13, 2017 9:03 PM, "Ace-Dragon" notifications@github.com wrote:

In my first little round of testing with Godot 3, I noticed that we were
back to more complex shaders being done by way of scripting only with no
node-based shader builder like in Godot 2.1.

Is the Visual Shader Editor slated to come back, I find it very useful for
cases like creating a terrain shader (with multiple textures) and other
things such as using a colored black and white texture (which allows one to
save space since they can have an unlimited combination of colors for use
in many different materials)? There's also the whole thing of allowing a
lot of different textures for additional detail.

That node-based workflow might work even better now with the improvements
made for the visual logic editing, any chance that the VSE will be back in
3.0 final?

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Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8397, or mute the thread
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but nor for 3.0, we are out of time. Will have to be for 3.1

Are 2.1 visual shaders usable in 3.0, then? (as in, are they converted somehow to a format that 3.0 understands?)

@Zireael07 No, shaders in Godot 3.0 are incompatible with 2.1, as they changed the way they work considerably. They will need to be rewritten

_Well, visual shader editor is implemented to 3.1. Closed_

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