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