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Assign New Shader Material underneath GeometryInstance3D and then give it a shader.
Open project settings, click Shader Globals and assign a new Sampler2D. Give it a new noise and assign it a Fastnoise. Apply it to the shader.
This example is trying to use it to mix two other textures but you can also just apply the noise directly to the ALBEDO and see it renders in the editor but once you play the scene it is not applied.
If I were to assign the noise or gradient using the instanced uniform Sampler2D and assigning them in the inspector vice global it works just fine. This seems to only be an issue with the built-in options as my external images apply just fine. As you can see in the image attached it looks fine in the editor.
Godot version
4.0 Beta 10
System information
Windows 11 RTX 3070Ti Vulkan
Issue description
When assigning noise or gradient textures to a global shader parameter the noise/gradient textures do not apply correctly.
Steps to reproduce
Create a project:
Scene Tree
Give the
MeshInstance3D
a cubemesh.Assign
New Shader Material
underneath GeometryInstance3D and then give it a shader.Open project settings, click Shader Globals and assign a new Sampler2D. Give it a new noise and assign it a Fastnoise. Apply it to the shader.
This example is trying to use it to mix two other textures but you can also just apply the noise directly to the ALBEDO and see it renders in the editor but once you play the scene it is not applied.
If I were to assign the noise or gradient using the instanced
uniform Sampler2D
and assigning them in the inspector vice global it works just fine. This seems to only be an issue with the built-in options as my external images apply just fine. As you can see in the image attached it looks fine in the editor.Minimal reproduction project
trial for github.zip
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