Shader scales weird
Asked Answered
T

1

0

Hello,

i am trying to apply a watershader to my object in godot. i have multiple planes that are sized differently. but when I do this the texture or whatever it is gets squashed up in this example. The planes are all set to a size scale of 1 in blender.

Is this fixable? using this tutorial https://www.youtube.com/watch?v=XjCh2cN3Mfg

this is my shader code:

shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;

uniform vec4 ColorParameter : source_color = vec4(0.004054, 0.008113, 0.020224, 1.000000);
uniform sampler2D tex_frg_15;
uniform sampler2D tex_frg_18;



void fragment() {
// ColorParameter:2
	vec4 n_out2p0 = ColorParameter;


// Input:17
	float n_out17p0 = TIME;


// UVFunc:16
	vec2 n_in16p1 = vec2(0.01000, 0.01000);
	vec2 n_out16p0 = vec2(n_out17p0) * n_in16p1 + UV;


// Texture2D:15
	vec4 n_out15p0 = texture(tex_frg_15, n_out16p0);


// Input:19
	float n_out19p0 = TIME;


// UVFunc:22
	vec2 n_in22p1 = vec2(-0.01000, -0.01000);
	vec2 n_out22p0 = vec2(n_out19p0) * n_in22p1 + UV;


// Texture2D:18
	vec4 n_out18p0 = texture(tex_frg_18, n_out22p0);


// VectorOp:21
	vec4 n_out21p0 = n_out15p0 * n_out18p0;


// VectorOp:23
	vec4 n_in23p1 = vec4(1.25000, 1.25000, 1.25000, 1.25000);
	vec4 n_out23p0 = pow(n_out21p0, n_in23p1);


// VectorOp:5
	vec4 n_out5p0 = n_out2p0 + n_out23p0;


// FloatConstant:13
	float n_out13p0 = 0.900000;


// FloatConstant:14
	float n_out14p0 = 0.000000;


// Output:0
	ALBEDO = vec3(n_out5p0.xyz);
	ALPHA = n_out13p0;
	ROUGHNESS = n_out14p0;
}
Theolatheologian answered 16/8, 2023 at 7:57 Comment(0)
M
0

I am not an expert on shaders, or on 3D. But I am sure if you share a mini project that reproduces the issue there will be more people willing to dig into this. It is always easier to try things in a working example than making speculations in the mind.

Margarita answered 18/8, 2023 at 12:23 Comment(0)

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