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Universal common effect shader even if the material is different for each modeling #17096

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efwff opened this issue Feb 28, 2018 · 2 comments
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@efwff
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efwff commented Feb 28, 2018

example effect photo
ryse_son_of_rome_analisis_gamerzona_441385571721

Purpose of effect shader
Turns the target effect shader on or off during the action event time (attack or defense).

real time toggle target's effect shader.
rim light color change support please.

PS.
The following conditions must be met:
Add generic common effects shader even if the material is different for each modeling!

For example,
in all other material's .glsl ( shader source )

include "effect_shader.h" <-include effects header files in each and every material shader
// rim light effect

if %RIMLIGHT
color = function():
endif
style header add please!!!!

Godot Engine Material
HumanSkin shader - head, body
illum shader - item ( weapon, shield, cloth )

head, body, cloth = material is different for each modeling
rim lighting = all material support effect file ( header file )

effect shader - effect header file for all other shader material support ( add please !!!! )

Godot version:
current final version not support
next version support please.

OS/device including version:
nvidia geforce 560ti, windows 10 64bit

@efwff efwff changed the title Add a universal common effect shader even if the material is different for each modeling !!!! Support Please, Add a universal common effect shader even if the material is different for each modeling !!!! Feb 28, 2018
@ghost ghost changed the title Support Please, Add a universal common effect shader even if the material is different for each modeling !!!! Universal common effect shader even if the material is different for each modeling Feb 28, 2018
@akien-mga
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That issue is quite confusing, but I guess what you want is just support for #include in shader files to reuse common code? If so that's a duplicate of #11691.

@Calinou
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Calinou commented Aug 17, 2019

This issue seems to be a duplicate of #11691, closing.

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