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--convert-3to4 doesn't convert shaders #63673
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Problem with getting automatically list of all available shader values is reason why so much things are not renamed in shaders. Place where such renames could be added godot/editor/project_converter_3_to_4.cpp Lines 1223 to 1229 in ea4b8de
Problem with not removing shader fle should be fixed when merging latest PR with bugfix |
would it be possible to replicate this bug on a different Nvidia SKU? for reference, i currently have a 1650 mobile and a gtx 960. Is there any way i can replicate this problem? |
Has nothing to do with the hardware, so yes. And it's not a bug, it just wasn't implemented at the time of creation. If you have your own project, use the search and replace lines to manually convert it. If you're making an engine PR, follow the direction in the 1st and 2nd posts to rename files and edit scripts based on the identified patterns. |
Alright, i'll take a look into this. |
Hi! I was searching discrepancies between the Godot 3.5 and Godot 4.1 shader docs in hopes of contributing to fix this issue. Basically I found one wrong existing coversion ( |
Godot version
5c6744a
System information
Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2
Issue description
According to my incomplete conversion log found in issue #63672, all my shaders in
assets/shaders
were converted. However the work is far from complete.There are new .gdshader files, but all the old .shader files are still there and weren't deleted or renamed.
The new shaders have
render_mode async_visible
, which GD4 doesn't support and gives an error.In fact, the shaders were hardly touched at all. The only difference I see is NORMAL_MAP. There are so many more issues.
These are all of the necessary conversions I have identified for my shaders. I'm not sure about backlight. It appears to be a functional replacement, but it is a poor quality replacement. I haven't decided if it needs an issue filed yet.
@qarmin
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