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Broken for Godot 4.3 #3

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dsol-cpu opened this issue Sep 29, 2024 · 10 comments
Open

Broken for Godot 4.3 #3

dsol-cpu opened this issue Sep 29, 2024 · 10 comments

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@dsol-cpu
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I tried importing this project and converting it to 4.3, but it seems to be broken. Would like to see an update to this project

@hgouveia
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Hello @dsol-cpu there is already a branch for Godot 4.x, https://github.com/hgouveia/godot-toon-water-shader-port/tree/godot-4 please give it a try, i didnt test it yet on 4.3, please let me know if worked for you

@dsol-cpu
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image

I gave it a go and got these dependency issues with the inherited model scenes

@hgouveia
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image

I gave it a go and got these dependency issues with the inherited model scenes

Hello @dsol-cpu,

I just tried it myself and opened it without any issues on Windows. However, I was able to reproduce the issue using Linux.

I'm not really sure what is causing this issue; it seems to be a bug in Godot 4.3. But I've found a workaround for the meantime.

If you try to import it first using Godot 4.2.2-stable, and once it finishes importing, you can then try to open it again with Godot 4.3, and it works, at least in my tests.

@dsol-cpu
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Thank you for your speedy reply! I'll try your workaround and I'll update if that works for me too.

@dsol-cpu
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dsol-cpu commented Sep 30, 2024

Hi @hgouveia,

I tried importing with 4.2.2 and it worked, but the shader and some textures were not applied or didn't exist. I dragged and dropped the textures that did exist, changed the DEPTH_TEXTURE variable as directed by Godot 4.2.2 to:

uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;

and got this result.

image

@hgouveia
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Hi @hgouveia,

I tried importing with 4.2.2 and it worked, but the shader and some textures were not applied or didn't exist. I dragged and dropped the textures that did exist, changed the DEPTH_TEXTURE variable as directed by Godot 4.2.2 to:

uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;

and got this result.

image

Yeap probably you just need to apply the Shader Material and fill the values and texture, this shader use NoiseTexture to generate most of the effect,

but i actually think i've found the issue, it seems the issue is due the newer FBX import, if you use the old way , by using FBX2gltf, it should work directly with Godot 4.3

so first, open your Godot 4.3, setup the FBX importer, it will show you a window and a link to download the importer, after it setup, download again the sample code form my repo in the same godot-4 branch since i removed some unnecessary folder that might be causing the issue as well, and import it

image

@dsol-cpu
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dsol-cpu commented Sep 30, 2024

I added the old fbx importer to Godot 4.3 and added the textures back, but the shader is still white for me. What am I missing?

image
image

@hgouveia
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hgouveia commented Sep 30, 2024

Everything seems ok, my only guess is that probably your GPU do no support that shader version of Vulkan, do you tried another shaders before and worked? what if you try to convert the project to Compatibility Mode or Mobile? could you also try the Godot 3 version with GLS3 ?

@dsol-cpu
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dsol-cpu commented Sep 30, 2024

I tried Compatibility and it worked wow. I'm using an RTX 4060 so I think it's the driver that doesn't support it--or maybe the shader code doesn't clamp the color enough for forward rendering?

image

@hgouveia
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hgouveia commented Oct 1, 2024

yeap maybe, but is hard to debug, on my test using a Virtual Machine of Ubuntu, worked fine with Forward+, maybe can be a the driver you are using in linux, did you have a chance to test it over on Windows?

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