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OS: Manjaro
Godot version: 3.3
Blender version: 2.92
My problem: my character's eye color is not visible. It looks completely white. What should I do?
Minimal reproduction project: How should I edit the shader codes? I cannot send the file because the file size is over 10 MB.
shader_type spatial; render_mode blend_mix, depth_draw_always, cull_back, diffuse_burley, specular_schlick_ggx; uniform sampler2D texture_0; uniform sampler2D texture_1; void node_bsdf_principled(vec4 color, float subsurface, vec4 subsurface_color, float metallic, float specular, float roughness, float clearcoat, float clearcoat_roughness, float anisotropy, float transmission, float IOR, out vec3 albedo, out float sss_strength_out, out float metallic_out, out float specular_out, out float roughness_out, out float clearcoat_out, out float clearcoat_gloss_out, out float anisotropy_out, out float transmission_out, out float ior) { metallic = clamp(metallic, 0.0, 1.0); transmission = clamp(transmission, 0.0, 1.0); subsurface = subsurface * (1.0 - metallic); albedo = mix(color.rgb, subsurface_color.rgb, subsurface); sss_strength_out = subsurface; metallic_out = metallic; specular_out = pow((IOR - 1.0)/(IOR + 1.0), 2)/0.08; roughness_out = roughness; clearcoat_out = clearcoat * (1.0 - transmission); clearcoat_gloss_out = 1.0 - clearcoat_roughness; anisotropy_out = clamp(anisotropy, 0.0, 1.0); transmission_out = (1.0 - transmission) * (1.0 - metallic); ior = IOR; } void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) { color = texture(ima, co.xy); alpha = color.a; } void vertex () { } void fragment () { // node: 'Texture Coordinate' // type: 'ShaderNodeTexCoord' // input sockets handling // output sockets definitions vec3 node0_out0_uv; node0_out0_uv = vec3(UV, 0.0); // node: 'Image Texture' // type: 'ShaderNodeTexImage' // input sockets handling vec3 node1_in0_vector = node0_out0_uv; // output sockets definitions vec4 node1_out0_color; float node1_out1_alpha; node_tex_image(node1_in0_vector, texture_0, node1_out0_color, node1_out1_alpha); // node: 'Image Texture.001' // type: 'ShaderNodeTexImage' // input sockets handling vec3 node2_in0_vector = node0_out0_uv; // output sockets definitions vec4 node2_out0_color; float node2_out1_alpha; node_tex_image(node2_in0_vector, texture_1, node2_out0_color, node2_out1_alpha); // node: 'Invert' // type: 'ShaderNodeInvert' // input sockets handling float node3_in0_fac = float(1.0); vec4 node3_in1_color = node2_out0_color; // output sockets definitions // Warn: node not supported // node: 'Principled BSDF' // type: 'ShaderNodeBsdfPrincipled' // input sockets handling vec4 node4_in0_basecolor = node1_out0_color; float node4_in1_subsurface = float(0.0); vec3 node4_in2_subsurfaceradius = vec3(1.0, 0.20000000298023224, 0.10000000149011612); vec4 node4_in3_subsurfacecolor = vec4(0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0); float node4_in4_metallic = float(0.0); float node4_in5_specular = float(0.5); float node4_in6_speculartint = float(0.0); float node4_in7_roughness = float(0.8999999761581421); float node4_in8_anisotropic = float(0.0); float node4_in9_anisotropicrotation = float(0.0); float node4_in10_sheen = float(0.0); float node4_in11_sheentint = float(0.5); float node4_in12_clearcoat = float(0.0); float node4_in13_clearcoatroughness = float(0.029999999329447746); float node4_in14_ior = float(1.4500000476837158); float node4_in15_transmission = float(0.0); float node4_in16_transmissionroughness = float(0.0); vec4 node4_in17_emission = vec4(0.0, 0.0, 0.0, 1.0); float node4_in18_emissionstrength = float(1.0); float node4_in19_alpha = node1_out1_alpha; vec3 node4_in20_normal = NORMAL; vec3 node4_in21_clearcoatnormal = vec3(0.0, 0.0, 0.0); vec3 node4_in22_tangent = TANGENT; // output sockets definitions vec3 node4_bsdf_out0_albedo; float node4_bsdf_out1_sss_strength; float node4_bsdf_out3_specular; float node4_bsdf_out2_metallic; float node4_bsdf_out4_roughness; float node4_bsdf_out5_clearcoat; float node4_bsdf_out6_clearcoat_gloss; float node4_bsdf_out7_anisotropy; float node4_bsdf_out8_transmission; float node4_bsdf_out9_ior; node_bsdf_principled(node4_in0_basecolor, node4_in1_subsurface, node4_in3_subsurfacecolor, node4_in4_metallic, node4_in5_specular, node4_in7_roughness, node4_in12_clearcoat, node4_in13_clearcoatroughness, node4_in8_anisotropic, node4_in15_transmission, node4_in14_ior, node4_bsdf_out0_albedo, node4_bsdf_out1_sss_strength, node4_bsdf_out2_metallic, node4_bsdf_out3_specular, node4_bsdf_out4_roughness, node4_bsdf_out5_clearcoat, node4_bsdf_out6_clearcoat_gloss, node4_bsdf_out7_anisotropy, node4_bsdf_out8_transmission, node4_bsdf_out9_ior); ALBEDO = node4_bsdf_out0_albedo; SSS_STRENGTH = node4_bsdf_out1_sss_strength; SPECULAR = node4_bsdf_out3_specular; METALLIC = node4_bsdf_out2_metallic; ROUGHNESS = node4_bsdf_out4_roughness; CLEARCOAT = node4_bsdf_out5_clearcoat; CLEARCOAT_GLOSS = node4_bsdf_out6_clearcoat_gloss; NORMAL = node4_in20_normal; // uncomment it when you need it // TRANSMISSION = vec3(1.0, 1.0, 1.0) * node4_bsdf_out8_transmission; // uncomment it when you are modifing TANGENT // TANGENT = normalize(cross(cross(node4_in22_tangent, NORMAL), NORMAL)); // BINORMAL = cross(TANGENT, NORMAL); // uncomment it when you have tangent(UV) set // ANISOTROPY = node4_bsdf_out7_anisotropy; }
The text was updated successfully, but these errors were encountered:
How should I edit the shader codes? I cannot send the file because the file size is over 10 MB.
You can upload it to an hosting service such as Google Drive or Mega, then paste a public link here.
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@Calinou link of my character:
https://disk.yandex.com.tr/d/FI5cJ1Ex2k0ssg
thank you, very much.
@Calinou my godot project link for my dancer chracter:
https://disk.yandex.com.tr/d/nzuOgtFW-tj4_w
No branches or pull requests
OS:
Manjaro
Godot version:
3.3
Blender version:
2.92
My problem:
my character's eye color is not visible. It looks completely white. What should I do?
Minimal reproduction project:
How should I edit the shader codes? I cannot send the file because the file size is over 10 MB.
The text was updated successfully, but these errors were encountered: