Godot: why many Visual Shader lacks (3.2)

Created on 13 Apr 2019  路  9Comments  路  Source: godotengine/godot

Godot version:
b7cf4c2050dfd51521522c874676e96d2e5c4762

Issue description:
I did not understand why added boolean where is the connection for the visual shader?

missing list:
IF
Switch (uniform) (it looks like boolean)
Clamp
Invert (OneMinus)
Create Function

DEPTH_TEXTURE

godot 3.2 VShader interpolation disappeared

Steps to reproduce:
0007

UE4 materials screenshot:
0004

OneMinus (Invert)
0005

0001

only noise for visual shader (function)
0006

fresnel for visual shader (function)
0003

Only the Visual shader needs a bit more diverse function. The user will be easier to make the shader look like UE4 materials.

archived

Most helpful comment

@Chaosus perfectly lighter :+1:
out

All 9 comments

godot 3.2 VShader interpolation disappeared

its a Mix now

Clamp

Exist

IF, Switch

The implementation of boolean was a first step to it

I did not understand why added boolean where is the connection for the visual shader?

You can use it already to achieve various effects, based on conversion between boolean and vector/scalar

@Chaosus okay

not yet added a comment for Visual shader
UE4 material >>>
0008

for example Visual Script comment
out

why many Visual Shader lacks

Because nobody is wanted to implement it yet, or do not have the time to do it. Godot has
the almost purely volunteer-based developer team, which mostly work on what they want, and when they want. If you have a skill you can also contribute to Godot and add the functions which you want.

@Chaosus I understand that I did not learn C++ sorry, only Python (I will probably go to study C++ in the future) :)

Yeah, thanks for notice anyways, I can look at further improvements to this system.

Also, note that Godot is not necessarily should follow UE4 (as I see in the provided screenshots) and implement whatever it's contains.

@Chaosus perfectly lighter :+1:
out

@ilyafuu Glad, that all worked fine!

Then about the other - I can easily implement OneMinus and Noise, but the Fresnel requires research how to do it correctly and what the algorithm stay behind it, while the Comment requires to write different kind of visual shader Node, simular to one in visual script. I may start to prepare a new pack of enhancement, where to include them, but not now, I want a rest and work on my projects..

@Chaosus wanted to mask invert for Visual Shader
0000
0001

okay :)

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