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0 votes

I would like to write a spatial shader and end up with the same result as with a spatial material.
As a first step I tried to mimic the spatial material but without success. My material (terrain) appears too bright.

Expected result (export from Blender):
Expected result

Material properties (export from Blender):
Material properties (export from Blender)

My spatial shader (too bright):
My spatial shader (too bright)

And here is the shader I've tried:

shader_type spatial;
render_mode diffuse_burley, specular_schlick_ggx, ensure_correct_normals, depth_draw_opaque;

uniform sampler2D sand_tex;
uniform sampler2D sand_normal;
uniform float sandres = 1;

void fragment() {
  vec3 sandcolor;

  sandcolor = texture(sand_tex, UV * sandres).rgb;
  ALBEDO = sandcolor;
  NORMAL_MAP = texture(sand_normal, UV * sandres).rgb;
  SPECULAR = 0.5;
  ROUGHNESS = 0.5;
  METALLIC = 0.0;
}

Do you see what I've missed?

Godot version 4.0 Alpha 6
in Engine by (38 points)

1 Answer

+1 vote
Best answer

You can convert a SpatialMaterial into a ShaderMaterial from the material drop down. The generated shader code will exactly replicate the SpatialMaterial that it was generated from.

enter image description here

by (1,122 points)
selected by

Fantastic! Thanks.

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