Comments (9)
The shader in this plugin does not assign metallic... not sure why you get this difference. I assumed metallic defaulted to 0 in this case.
Which shader are you using?
If you want to choose metallic, you have to edit the end of the shader you are using. But look:
If I set METALLIC
to 0, the result is the same:
If I set it to 1, it barely changes either:
If I force roughness to be 0.0 instead it gets like this:
But that's obviously not what you want as there are still highlights because surface is, well, "not rough".
However you could try to change SPECULAR
instead, which apparently defaults to 0.5 otherwise:
from godot_heightmap_plugin.
I'm using Classic4Lite.
Your last image is the result I would like to have. Do you have some instructions how to get that, I never edited something with Shaders before.
from godot_heightmap_plugin.
In the inspector, create a New Shader in the Custom Shader property:
This will create a copy of the builtin shader you had selected before.
Then switch Shader Type to Custom so it will start using the custom copy.
Then click on the Shader property value:
This will open the shader editor, in which you can add the line at the bottom:
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I get this error when I add a custom copy:
from godot_heightmap_plugin.
That was fixed in the master branch of the plugin. Just write the full path:
#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
from godot_heightmap_plugin.
So i got rid of the error, but nothing happens when adding the line? Do I need to somehow reload the terrain?
from godot_heightmap_plugin.
No, it should just update immediately. Did you set Shader Type
to CUSTOM
in the inspector?
from godot_heightmap_plugin.
I exposed specular in built-in shaders in afb412d
from godot_heightmap_plugin.
No, it should just update immediately. Did you set
Shader Type
toCUSTOM
in the inspector?
... that did the trick :D
Thank you so much for your help and the great plugin. I'm currently poor but I'll spent you a coffee in the future ;)
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Related Issues (20)
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