Visual shader groups
Asked Answered
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In Blender we can edit the active scene using a node based interface that looks like the image above. We can for example create shaders that way and so on. When these graphs become too complex, or when you need to re-use the same thing multiple times you can create groups and define an input and output for the group.

Is something like that possible in Godot 3/4? Note: I found how to create my custom Godot visual shader nodes. It's definitely interesting but still inside Godot shaders I cannot import, and thus re-use other shader files so that solution wont suffice.

Alby answered 7/5, 2022 at 15:58 Comment(0)
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Yes this is a very desirable feature, but also likely a very complex one to implement.

With regards to feature proposals though, the best place for them is in the appropriate github repo: https://github.com/godotengine/godot-proposals/issues/

Always make a search first, to see if there already is one. For an example heres one for visual script: https://github.com/godotengine/godot-proposals/issues/7

Should it get groups I recon it would also become more likely for visual shaders to get something similar perhaps.

Gerri answered 7/5, 2022 at 17:40 Comment(0)
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I hope the shaders get an overhaul on the upcoming version, I have so many ideas that I want to play with. Let's cross our fingers that they end up implementing that proposal, I'm pretty sure that they have a huge amount of work already.

Alby answered 7/5, 2022 at 18:0 Comment(0)

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