Comments (7)
I didn't read the instructions for the new version! I thought they stayed the same...
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Closing issue
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Actually, meshes still appear invisible for me for some reason, even if the shader parameters work again after adding the precision_multiplier float in shader globals. I'm gonna open a seperate issue for that if I can't get meshes to display properly with these shaders within the next 48 hours
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actually I might've found the problem already... I'm gonna open a seperate issue for this
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Hi, please don't open multiple issues for the same issue unless they really are the same issue. In this case, they're not, the issue is "I can't get them to work in a new project", so I'll close #17 as a duplicate.
I was not able to recreate the issue either in the demo project, or a new project by copying the shaders. I will say, however, I had to close and re-open the scene for the shader to read the updated global shader parameters, which might've been your issue.
Example minimal reproduction project: psx-issue-16-test.zip
Unless this issue persists, I'm happy to close this.
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I found the reason why this hasn't been working for me...
Upon comparing your project (that actually works) to mine, I found that I should've set the precision_multiplier's float value to 1.
I had it on 0 for my project, because Godot by default sets the value to 0 when you create a float.
You should probably update the instructions to say that you should set the precision_multiplier's value to 1 after creating the float in your existing project's shaderglobals so that this problem doesn't happen to anyone else again.
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