Hi, I started exploring Godot a few weeks ago.
I’m not working on a project and I ran into an issue when trying to import a complex shader material from Blender to Godot.
Blender uses a very different rendering pipeline from Godot, in addition the GLTF export only (i think) supports PBR materials, with values for albedo, normal, metallic, roughness, and emissive textures, not entire shaders or anything with math.
Probably not. Looks like blender doesn’t convert materials to GLSL, again the different rendering pipelines means even the same GLSL will behave differently between programs so it’s a fruitless endeavor for either program to try cross-compatibility.
If you like the visual editor you’re in luck that Godot also has a visual shader graph, there is even a tool for making Godot compatible materials here: