58 lines
1.7 KiB
GDScript
58 lines
1.7 KiB
GDScript
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@tool
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extends SceneTree
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# Replace every VisualShader in the project with a plain Shader carrying the
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# same compiled code. Godot 4 spams "graph_offset deprecated" and "p_from_port
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# out of bounds" warnings every time it reconstructs a Godot-3 VisualShader
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# graph; converting to plain Shader bypasses the graph reconstruction entirely.
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func _init() -> void:
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var fixed := 0
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for path in _walk("res://"):
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if not (path.ends_with(".material") or path.ends_with(".tres") or path.ends_with(".mesh")):
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continue
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var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if res == null:
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continue
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var dirty := false
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if res is ShaderMaterial and res.shader is VisualShader:
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res.shader = _to_plain(res.shader)
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dirty = true
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if res is ArrayMesh:
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for i in range(res.get_surface_count()):
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var m = res.surface_get_material(i)
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if m is ShaderMaterial and m.shader is VisualShader:
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m.shader = _to_plain(m.shader)
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res.surface_set_material(i, m)
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dirty = true
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if dirty:
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if ResourceSaver.save(res, path) == OK:
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fixed += 1
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print("FIXED ", path)
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else:
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push_error("Failed to save " + path)
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print("Done. fixed=", fixed)
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quit()
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func _to_plain(vs: VisualShader) -> Shader:
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var plain := Shader.new()
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plain.code = vs.code
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return plain
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func _walk(p: String) -> Array:
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var out := []
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var d = DirAccess.open(p)
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if d == null: return out
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d.list_dir_begin()
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var n = d.get_next()
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while n != "":
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if n != "." and n != ".." and n != "android" and not n.begins_with("."):
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var sub = p if p.ends_with("/") else (p + "/")
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sub += n
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if d.current_is_dir():
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out.append_array(_walk(sub))
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else:
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out.append(sub)
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n = d.get_next()
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return out
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