@tool extends SceneTree # One-shot migration tool: walk every resource that can carry a ShaderMaterial # (.material, .tres, .mesh, .scn, .gltf, .glb, .tscn) and fix Godot 3 -> 4 # shader code in-place, saving where possible. # # 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"], ] const EXTENSIONS := [".material", ".tres", ".mesh"] func _init() -> void: var fixed := 0 var checked := 0 for path in _find_resources("res://assets"): checked += 1 var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE) if res == null: continue var dirty := false # Direct ShaderMaterial if res is ShaderMaterial: dirty = _fix_shader_material(res) or dirty # ArrayMesh (surface materials embedded) if res is ArrayMesh: for surf in range(res.get_surface_count()): var mat = res.surface_get_material(surf) if mat is ShaderMaterial: if _fix_shader_material(mat): res.surface_set_material(surf, mat) dirty = true if dirty: var err = ResourceSaver.save(res, 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 _fix_shader_material(mat: ShaderMaterial) -> bool: if mat.shader == null: return false 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: return false mat.shader.code = new_code return true func _find_resources(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_resources(sub)) else: for ext in EXTENSIONS: if name.ends_with(ext): result.append(sub) break name = dir.get_next() return result