Convert all VisualShaders to plain Shaders; clean editor noise
Godot 4 emits two unavoidable warnings every time it reconstructs a Godot-3-authored VisualShader graph: 'graph_offset property is deprecated' (the editor's pan position, removed in 4.x) and 'connect_nodes_forced: Index p_from_port = 1 is out of bounds' (node-graph ports that no longer line up). The compiled GLSL inside each ShaderMaterial is correct; only the graph reconstruction is broken. scripts/devisualize_shaders.gd walks every .material, .tres, and .mesh under res:// and replaces ShaderMaterial.shader from VisualShader to a plain Shader carrying the same .code. 15 materials converted (font outline, dissolve, color tints, book/candle/godet/ growler/parchment/rock-floor/stool/table). Godot now loads the compiled shader directly with no graph reconstruction → both warnings gone, rendering identical. Also: - scripts/resave_scenes.gd: load + re-save every .tscn so inline ArrayMesh sub-resources (notably WarCraft.tscn::17, the baked floor) move from Godot-3 PoolByteArray to Godot-4 PackedByteArray surface format. Silences 'Mesh uses old surface format'. - scripts/find_visualshaders.gd: companion audit tool that lists every Resource still backed by a VisualShader. Useful if new legacy materials get added. - Drop the now-orphan inline VisualShader / ShaderMaterial sub- resources (id 1..17) from Summary.tscn. The PanelWood lost its screen-blend tint material; a plain Panel renders fine and the effect can be re-authored as a hand-written shader if wanted. - Add releases/.gdignore and tighten .gitignore so Godot stops warning 'Detected another project.godot at res://releases'. The releases/ directory has its own placeholder project.godot which Godot would otherwise flag at every editor open. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -1,40 +1,26 @@
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[gd_resource type="ShaderMaterial" load_steps=3 format=2]
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[gd_resource type="ShaderMaterial" format=3]
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[sub_resource type="VisualShaderNodeColorParameter" id=1]
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uniform_name = "BaseColor"
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[sub_resource type="VisualShader" id=2]
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[sub_resource type="Shader" id="Shader_iwepy"]
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code = "shader_type spatial;
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render_mode specular_schlick_ggx;
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render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform vec4 BaseColor : source_color;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// ColorUniform:5
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vec3 n_out5p0 = BaseColor.rgb;
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float n_out5p1 = BaseColor.a;
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// ColorParameter:5
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vec4 n_out5p0 = BaseColor;
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// Output:0
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ALBEDO = n_out5p0;
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ALBEDO = vec3(n_out5p0.xyz);
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}
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void light() {
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// Output:0
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}
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"
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nodes/fragment/5/node = SubResource( 1 )
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nodes/fragment/5/position = Vector2( 180, 140 )
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nodes/fragment/connections = PackedInt32Array( 5, 0, 0, 0 )
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[resource]
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shader = SubResource( 2 )
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shader_param/BaseColor = Color( 0.313726, 1, 0, 1 )
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render_priority = 0
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shader = SubResource("Shader_iwepy")
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shader_parameter/BaseColor = Color(0.313726, 1, 0, 1)
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