ca67fc6ec3
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>
25 lines
457 B
Plaintext
25 lines
457 B
Plaintext
[gd_resource type="ShaderMaterial" format=3]
|
|
|
|
[sub_resource type="Shader" id="Shader_6qnue"]
|
|
code = "shader_type spatial;
|
|
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
|
|
|
|
|
|
|
|
|
|
void fragment() {
|
|
// ColorConstant:3
|
|
vec4 n_out3p0 = vec4(0.117188, 0.070955, 0.070955, 1.000000);
|
|
|
|
|
|
// Output:0
|
|
ALBEDO = vec3(n_out3p0.xyz);
|
|
|
|
|
|
}
|
|
"
|
|
|
|
[resource]
|
|
render_priority = 0
|
|
shader = SubResource("Shader_6qnue")
|