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Add godot 4 export templates

Open Arnklit opened this issue 1 year ago • 3 comments

This adds Godot 4 exports with heightmaps instead of depthmaps both for the Standard and ORM material versions. I put the now 3 Godot export targets in a sub menu and the 2 Unity targets in a menu. Finally I saw that the SSS textures get exported, but not hooked up on the Godot material, so I hooked it up. These were added for both "Static PBR Material" and "Static PBR Material Tesselated".

material_maker_r5mtveJOgj

EDIT: By the way, I made one more change. Currently the AO control from the material node is forwarded to ao_light_effect. This is incorrect, ao_light_effect, does not control the strength of AO, but how much AO shows up under direct light. I removed the line that sets this.

ao_light_affect = $(param:ao)

Arnklit avatar Sep 15 '22 13:09 Arnklit

I'd use "Godot 3/4" instead of "G3/4" if we have the space.

Calinou avatar Sep 15 '22 16:09 Calinou

I'd use "Godot 3/4" instead of "G3/4" if we have the space.

Yeah I did that first, the reason I changed it was that it will end up saying the entire string in the export window.

"Godot/Godot 3 Spatial" for example.

image

Alternatively we could also just remove the "G". What do you think @RodZill4 ?

EDIT: Theoretically the file type field could also strip everything in front of the "/"

Arnklit avatar Sep 15 '22 16:09 Arnklit

Yeah I think stripping what's before the / is the way to go.

BTW, I'll use that branch to improve other export targets:

  • shader params requested by Nielsen
  • dynamic unlit exported as canvas_item shaders (#511)

RodZill4 avatar Sep 16 '22 05:09 RodZill4

Hmm I don't think I'll have time for shader parameters for 1.1... Will have to schedule this for 1.2. ;(

RodZill4 avatar Oct 10 '22 07:10 RodZill4

parameters

@RodZill4 have we added shader parameters already? Tks!

poiati avatar May 09 '23 17:05 poiati