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Issue description:
When implementing a custom inspector by parsing values from a shader and reverting them, the reverted colors end up too bright.
Steps to reproduce:
Open up the attached project and open the "spatial_example.tscn" and try setting the colors and reverting them.
Note: This is not an issue when using a canvas_item shader. There is an "canvas_item_example.tscn" included in the project, that is set up the same way but with a canvas_item shader that shows no issue.
I've been running into more issues using custom inspectors for materials. I assume it's all connected. For example in this case using a mat4 uniform to tranfer data, the revert is also changing values in unexpected ways inside the shader if you use a custom inspector, but not if you use the ShaderMaterial inspector.
The uniform being serialised above just looks like this in the shader:
Godot version:
3.2.3.Stable
OS/device including version:
NA
Issue description:
When implementing a custom inspector by parsing values from a shader and reverting them, the reverted colors end up too bright.
Steps to reproduce:
Open up the attached project and open the "spatial_example.tscn" and try setting the colors and reverting them.
Note: This is not an issue when using a canvas_item shader. There is an "canvas_item_example.tscn" included in the project, that is set up the same way but with a canvas_item shader that shows no issue.
Minimal reproduction project:
color_revert.zip
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