Marc
Marc
Oh... I don't know, maybe there is a bug, or a problem with the way you get your normal? Did you unpack it? Does it work if you do this...
@faculezcano I don't even know how the UI should look like, it will depend a lot about how the texturing system works (I'd like to find a solution to fix...
@darrylryan technically not much to change, but there are twists like, what if the user replaces the shader by something unexpected, what if the expected uniforms aren't there, what if...
Currently, you can hack with the shader by creating one from within the inspector (in the custom shader property), and it will be pre-filled with the code. There is no...
@darrylryan like I said, it's not possible in the current version. I will expose it soon by changing the property to be a ShaderMaterial instead of a Shader. I'm not...
I exposed a custom material in https://github.com/Zylann/godot_heightmap_module/commit/e7e8ecc81df8aaa105c46c05f2bd55621add806f I had to write a bit of inefficient code, hopefully it can be improved in the future with a few engine additions
@darrylryan what is your shader? What I recently added is not intented to be final, because I'm not satisfied yet, being constrained by what I want to achieve and what...
Hmm I didn't know about `hint_albedo` and 3-parameter `texture`... I don't see what's wrong with albedo here, though the default shader has an albedo using `color_texture` and that one works,...
It doesn't seem right... as you can see here, params from your custom material are supposed to be synced https://github.com/Zylann/godot_heightmap_module/blob/master/height_map.cpp#L260 But I need to test this too
Aaah I think I know why... try to translate the terrain, you'll see it will update  Looks like I forgot to actually update params every frame^^" though some actions...