Godot Version
4.3
Question
How do I preserve shader converted from material imported from blender?
Hey friends, I have some mesh made in blender and imported to Godot. The auto-import works fine except for those materials I need to convert them into ShaderMaterial:
The reason to convert them to ShaderMaterial is that I need to add some additional effect like waving effect (by changing vertex position) for grasses. The problem is, every time the blender file has been changed, the auto-import process override everything including material so I have to not only convert it but also rewrite code (fortunately it is not too much for now) in shader editor again.
One solution what I can think of is disable import once first import is done. But if the mesh changed in blender, I have to manually do import again and the above problem is still there. The only improvement is that the shader will not be replaced unexpectedly.
So is there a better way to preserve the converted shader in this scenario?
Regards,
Azure