Dal
Dal
I think given the fact the playing field is likely to change quite a bit as far as the Godot core goes, it would probably make most sense to aim...
@Zylann If GDNative is even more limiting, why not just make the current one usable until the core team get their ducks in a row? At least then those of...
@faculezcano @Zylann What do you have to do to expose the material so that textures can be applied?
@Zylann Makes sense... but assuming I want to hack the current shader, how can I expose the uniforms to the editor so that I can set custom texture2d inputs to...
@Zylann I did manage to create a custom shader from the inspector, but I can't figure out how to actually pass in image, the uniforms aren't exposed at all... what...
Ah I see, thanks. I think that will be good enough for most early adopters... if we change the shader and it breaks it should be pretty obvious why :)
@Zylann I've played with the shader a bit but the albedo still seems to come out white, even if i pass in a custom texture. Very odd. The same sampler...
@Zylann I've got this at the moment but it just comes out white ``` shader_type spatial; uniform sampler2D height_texture; uniform sampler2D normal_texture; uniform sampler2D color_texture; uniform sampler2D splat_texture; uniform sampler2D...
@Zylann I've tried a few textures... the default shader doesn't work for me either though... It seems if I set the albedo to the normal texture it works, so I...
![image](https://user-images.githubusercontent.com/3797848/33343642-00b4f488-d47e-11e7-8407-284fcd18a359.png) Woohoo... progress :D I got another crash when I opened the scene though - I had to delete and recreate a new terrain to do the above. I snagged...