I have a shader that takes in a cube map. I was trying to pass the cubemap to the shader with this code here, but it still displays the old one.
public override void _Ready()
{
CubeMap tex = new CubeMap();
Image SideLeft = new Image();
Image SideRight = new Image();
Image SideBottom = new Image();
Image SideTop = new Image();
Image SideFront = new Image();
Image SideBack = new Image();
SideLeft.Create( 100, 100, false, Image.Format.Rgb8);
SideRight.Create( 100, 100, false, Image.Format.Rgb8);
SideBottom.Create( 100, 100, false, Image.Format.Rgb8);
SideTop.Create( 100, 100, false, Image.Format.Rgb8);
SideFront.Create( 100, 100, false, Image.Format.Rgb8);
SideBack.Create( 100, 100, false, Image.Format.Rgb8);
tex.SetSide(Godot.CubeMap.Side.Left, SideLeft);
tex.SetSide(Godot.CubeMap.Side.Right, SideRight);
tex.SetSide(Godot.CubeMap.Side.Bottom, SideBottom);
tex.SetSide(Godot.CubeMap.Side.Top, SideTop);
tex.SetSide(Godot.CubeMap.Side.Front, SideFront);
tex.SetSide(Godot.CubeMap.Side.Back, SideBack);
(GetActiveMaterial(0) as ShaderMaterial).SetShaderParam("World", tex);
}