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shaderv's Issues

Colors in Spherical UV look bleak

Spherical UV is a cool effect, but sadly, colors of Texture in the Spherical UV look pretty much bleaker and duller, than just texture in sprite.

Bunded with Godot?

This seems like a key component of an artist's workflow. Shouldn't this tool be bundled with Godot by default?

3D Noise functions only make use of two coordinates. How to make them actually 3D?

The 3D noise functions, such as the 3D simplex noise, 3D fractal simplex noise, etc. seem to only use the first two channels of the uv, period, and offset/shift vectors. I thought the purpose of a 3D noise function was to take 3D position input and give smoothly varying scalar output. Am I misunderstanding how these are used or is this a bug?

[Bug] ShineFx in-game doesnt match editor

2021-01-28_07-59-10.mp4

Ive change the shine speed with sintime and saved the shader,but when game opens, it doesnt match. (made the same steps with sphereUV and worked well)

image

Feature Proposal: Transform Conversion node(s)

In my opinion in would be very useful to have a Transform space conversion node or probably rather plural nodes for transform space conversions (object/model space to world space and vice versa etc.)

This would enable more beginners to start experimenting with visual shaders and since Unity has a similar node, it would attract some of them as well

Godot crash when trying to load the sample scene

Afternoon :) ,
When trying to load the sample scene in an open project to get a handle on setup etc. Godot full crashes. If I try to load it from the project selection window through the project.godot file that was uploaded it doesn't load and goes right back to the selection screen. I'm running Godot_v3.2.3-stable_x11.64 on Linux Mint 19.3.

Godot 4.0 support

Is this in the plans for ShaderV?

Could help out if PR are welcome.

Noise output isn't normalized

The basic Perlin and Simplex noise shaders are outputting values between -1 and 1, so the result is clamped to mostly black. Half of the gradient is missing.

half_noise

The last line of perlin2d.gdshaderinc should be:

return (2.3 * n_xy + 1.0) * 0.5;

Then the noise has the full normalized range, and looks the way it's supposed to:

fixed_noise

Shift Hue with red colors

I can't shift the hue of pure red colors in my png files. Saturation and value works but not hue. It does work for other colors though. Why is that ? Thanks

Plans for the future of this repository

Hey there,
I've been wanting to create a Shader Node Library myself when stumbling on this repository. First of all: Thank you very much for creating this repository in the first place! Now that Godot 4.0 is on the horizon my question is if there are plans to update the repository to accomodate new functionality such as Vector4s in the Visual Shader Editor.
This project hasn't been updated recently and I would very much like to contribute some more nodes. However if not desirable, I would otherwise fork this repo and update it in my fork or copy the nodes (and put in the license from here of course) and credit you in the new repository.

Looking forward to your answer!

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