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Hi, sorry for reviving an old post.
There is a question that I seem to not find an answer.
How to associate the mask_texture variable to the object I want?
In my project, I can see the effect of the shader on the tilemap grid on which the material is applied, but I want to use another tilemap with plain white tile as the mask.
I can see that uniform sampler2D adds a shader_param but the drop down list doesn’t to provide an input for another tilemap from the tree.
So more precisely, how do I tell the shader that the mask_texture variable is the second tilemap?
I found out that I maybe could add the nodes from gdscript but it still doesn’t work.
I changed the variable in both and also tried to change it only on the parent node while the child got his material from his parent. Neither worked.
Mat = self.get_material()
You can only use textures as masks.
I get it now, what You are trying to do. You want only certain tiles to present some visual effect. Unfortunately tilemap node has no easy way to achieve this. If You need deeply animated tilemap, with various visual effects for every interaction, You should create your own tilemap using particles or multimesh.
But perhaps there is no need for this. What kind of visual effects do You need ? Are You sure You can’t achieve it using another overlaying tilemap ?
Inces | 2022-09-04 18:36
I’m trying to have a grid that contours only specific tiles. I manage to do it with a second tilemap with the grid showing on specific cells from the second tilemap but the png are not as crisp as the draw_line.
The player can grab tiles and move them (I swap them with an instance lerping to mouse) the grid serve to indicate where the player can put a tile so it snaps back to the other tiles when the player drops it.
Remiam | 2022-09-04 18:42
The exact name is alpha-compositing A in B, I saw that Godot 4 alpha has some similar masking in the work but I only saw A out B.
Alpha compositing - Wikipedia
Remiam | 2022-09-05 14:05
png are not as crisp as the draw_line.
Do You mean You only want to contour border of selected tiles ? I would try to achieve this with autotiles of second tilemap. Mark empty tile as a middle one, and surrounding it, tiles with a single line drawn at the corresponding side of a square. So You will only need 5 pngs for whole “indicator” tilemap.
Inces | 2022-09-05 14:43
Yes, if I understood you well I think that was my first attempt, I had a main tilemap and the second was overlay with a transparent png grid, it worked, but I didn’t like the aspect of png, it flickers, even with gpu pixel snap on. But I think I will go with it if I can’t do the same with draw_line and a “A in B” mask.
I made my own system that detects the surrounding empty cells to a plain cell. Every time a cell is set it detects its neighbor and sets them as such. My atlas is very small so I avoided autotile because the bitmask smallest size (that now I think I can work around by making my atlas bigger), should I give it a try instead of my own system?
Is it possible to do the same with autotile?
Here the in-game usual tile for a single cell:
Screenshot-2022-09-05-125537 hosted at ImgBB — ImgBB
Then this is a swap with my debug tileset where the empty neighboring cells are colored in red (where the grid appears) and the second layer of empty neighbors in black to detect when to hide the grid as the player mouse crosses over it.
Screenshot-2022-09-05-125617 hosted at ImgBB — ImgBB
This is when a rigidbidy instance collapse with the tilmap and is replaced by a cell in the tilemap, the red cells reforms around the new cell:
Screenshot-2022-09-05-125917 hosted at ImgBB — ImgBB
This is the not so crispy png grid that works(it is a second tilemap appearing where the red debug cell are):
Screenshot-2022-09-05-132355 hosted at ImgBB — ImgBB
And this is the crisp draw_line grid, a previous system I made that do not deform where the red debug cells are:
Screenshot-2022-09-05-133027 hosted at ImgBB — ImgBB
Remiam | 2022-09-05 17:31