@tool extends SceneTree # One-shot migration tool: walk every .material file, fix Godot 3 shader code # to Godot 4 syntax, save back. # # Run with: godot --headless --script scripts/migrate_shaders.gd const REPLACEMENTS := [ ["depth_draw_alpha_prepass", "depth_prepass_alpha"], ["hint_color", "source_color"], ["hint_albedo", "source_color"], ["hint_black_albedo", "source_color"], ["hint_white", ""], ["hint_black", ""], ["hint_aniso", "hint_anisotropy"], ["NORMALMAP", "NORMAL_MAP"], ] func _init() -> void: var fixed := 0 var checked := 0 for path in _find_materials("res://assets"): checked += 1 var mat = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE) if mat == null: continue if mat is ShaderMaterial and mat.shader != null: var old_code: String = mat.shader.code var new_code := old_code for pair in REPLACEMENTS: new_code = new_code.replace(pair[0], pair[1]) if new_code != old_code: mat.shader.code = new_code var err = ResourceSaver.save(mat, path) if err == OK: fixed += 1 print("FIXED ", path) else: push_error("Failed to save " + path + " (err=" + str(err) + ")") print("Done. checked=", checked, " fixed=", fixed) quit() func _find_materials(dir_path: String) -> Array: var result := [] var dir = DirAccess.open(dir_path) if dir == null: return result dir.list_dir_begin() var name = dir.get_next() while name != "": if name == "." or name == "..": name = dir.get_next() continue var sub = dir_path + "/" + name if dir.current_is_dir(): result.append_array(_find_materials(sub)) elif name.ends_with(".material") or name.ends_with(".tres"): result.append(sub) name = dir.get_next() return result