Godot Version
v4.2.1.stable.mono.official [b09f793f5]
Question
I’m trying to modify the color parameter in a shader with this script:
[Tool]
public partial class FloorTool : Node
{
[Export] public Vector3 size;
CollisionShape3D shape3D;
MeshInstance3D mesh3D;
ShaderMaterial mat;
BoxShape3D shape;
BoxMesh mesh;
[Export]Color color;
public override void _Ready()
{
shape3D = GetNode<CollisionShape3D>("CollisionShape3D");
mesh3D = GetNode<MeshInstance3D>("MeshInstance3D");
shape = (BoxShape3D)shape3D.Shape;
mesh = (BoxMesh)mesh3D.Mesh;
mat = (ShaderMaterial)mesh.Material;
}
public override void _PhysicsProcess(double delta)
{
shape.Size = size;
mesh.Size = size;
mat.SetShaderParameter("shader_parameter/color", color);
}
}
But it doesn’t work. Here is shader for context:
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
uniform float normal_scale : hint_range(-16,16);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform vec4 color : source_color;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
//Default Stuff
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
NORMAL_MAP = texture(texture_normal,base_uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
//Color Change
float brightness = (albedo_tex.r + albedo_tex.g + albedo_tex.b) / 3.0;
vec4 grayscale = vec4(brightness, brightness, brightness, COLOR.a);
ALBEDO = albedo_tex.rgb * color.rgb;
}
Any help?