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Texture Problem? #399

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unicornlox opened this issue May 1, 2021 · 3 comments
Open

Texture Problem? #399

unicornlox opened this issue May 1, 2021 · 3 comments
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@unicornlox
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unicornlox commented May 1, 2021

Ekran Görüntüsü - 2021-05-01 22-14-14

OS:
Manjaro

Godot version:
3.3

Blender version:
2.92

My problem:
my character's eye color is not visible. It looks completely white. What should I do?

Minimal reproduction project:
How should I edit the shader codes? I cannot send the file because the file size is over 10 MB.

shader_type spatial;
render_mode blend_mix, depth_draw_always, cull_back, diffuse_burley, specular_schlick_ggx;

uniform sampler2D texture_0;
uniform sampler2D texture_1;


void node_bsdf_principled(vec4 color, float subsurface, vec4 subsurface_color,
        float metallic, float specular, float roughness, float clearcoat,
        float clearcoat_roughness, float anisotropy, float transmission,
        float IOR, out vec3 albedo, out float sss_strength_out,
        out float metallic_out, out float specular_out,
        out float roughness_out, out float clearcoat_out,
        out float clearcoat_gloss_out, out float anisotropy_out,
        out float transmission_out, out float ior) {
    metallic = clamp(metallic, 0.0, 1.0);
    transmission = clamp(transmission, 0.0, 1.0);

    subsurface = subsurface * (1.0 - metallic);

    albedo = mix(color.rgb, subsurface_color.rgb, subsurface);
    sss_strength_out = subsurface;
    metallic_out = metallic;
    specular_out = pow((IOR - 1.0)/(IOR + 1.0), 2)/0.08;
    roughness_out = roughness;
    clearcoat_out = clearcoat * (1.0 - transmission);
    clearcoat_gloss_out = 1.0 - clearcoat_roughness;
    anisotropy_out = clamp(anisotropy, 0.0, 1.0);
    transmission_out = (1.0 - transmission) * (1.0 - metallic);
    ior = IOR;
}


void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) {
    color = texture(ima, co.xy);
    alpha = color.a;
}

void vertex () {
}

void fragment () {
	
	// node: 'Texture Coordinate'
	// type: 'ShaderNodeTexCoord'
	// input sockets handling
	// output sockets definitions
	vec3 node0_out0_uv;
	
	node0_out0_uv = vec3(UV, 0.0);
	
	
	// node: 'Image Texture'
	// type: 'ShaderNodeTexImage'
	// input sockets handling
	vec3 node1_in0_vector = node0_out0_uv;
	// output sockets definitions
	vec4 node1_out0_color;
	float node1_out1_alpha;
	
	node_tex_image(node1_in0_vector, texture_0, node1_out0_color, node1_out1_alpha);
	
	
	// node: 'Image Texture.001'
	// type: 'ShaderNodeTexImage'
	// input sockets handling
	vec3 node2_in0_vector = node0_out0_uv;
	// output sockets definitions
	vec4 node2_out0_color;
	float node2_out1_alpha;
	
	node_tex_image(node2_in0_vector, texture_1, node2_out0_color, node2_out1_alpha);
	
	
	// node: 'Invert'
	// type: 'ShaderNodeInvert'
	// input sockets handling
	float node3_in0_fac = float(1.0);
	vec4 node3_in1_color = node2_out0_color;
	// output sockets definitions
	
	// Warn: node not supported
	
	
	// node: 'Principled BSDF'
	// type: 'ShaderNodeBsdfPrincipled'
	// input sockets handling
	vec4 node4_in0_basecolor = node1_out0_color;
	float node4_in1_subsurface = float(0.0);
	vec3 node4_in2_subsurfaceradius = vec3(1.0, 0.20000000298023224,
		0.10000000149011612);
	vec4 node4_in3_subsurfacecolor = vec4(0.800000011920929, 0.800000011920929,
		0.800000011920929, 1.0);
	float node4_in4_metallic = float(0.0);
	float node4_in5_specular = float(0.5);
	float node4_in6_speculartint = float(0.0);
	float node4_in7_roughness = float(0.8999999761581421);
	float node4_in8_anisotropic = float(0.0);
	float node4_in9_anisotropicrotation = float(0.0);
	float node4_in10_sheen = float(0.0);
	float node4_in11_sheentint = float(0.5);
	float node4_in12_clearcoat = float(0.0);
	float node4_in13_clearcoatroughness = float(0.029999999329447746);
	float node4_in14_ior = float(1.4500000476837158);
	float node4_in15_transmission = float(0.0);
	float node4_in16_transmissionroughness = float(0.0);
	vec4 node4_in17_emission = vec4(0.0, 0.0, 0.0, 1.0);
	float node4_in18_emissionstrength = float(1.0);
	float node4_in19_alpha = node1_out1_alpha;
	vec3 node4_in20_normal = NORMAL;
	vec3 node4_in21_clearcoatnormal = vec3(0.0, 0.0, 0.0);
	vec3 node4_in22_tangent = TANGENT;
	// output sockets definitions
	vec3 node4_bsdf_out0_albedo;
	float node4_bsdf_out1_sss_strength;
	float node4_bsdf_out3_specular;
	float node4_bsdf_out2_metallic;
	float node4_bsdf_out4_roughness;
	float node4_bsdf_out5_clearcoat;
	float node4_bsdf_out6_clearcoat_gloss;
	float node4_bsdf_out7_anisotropy;
	float node4_bsdf_out8_transmission;
	float node4_bsdf_out9_ior;
	
	node_bsdf_principled(node4_in0_basecolor, node4_in1_subsurface,
		node4_in3_subsurfacecolor, node4_in4_metallic, node4_in5_specular,
		node4_in7_roughness, node4_in12_clearcoat, node4_in13_clearcoatroughness,
		node4_in8_anisotropic, node4_in15_transmission, node4_in14_ior,
		node4_bsdf_out0_albedo, node4_bsdf_out1_sss_strength, node4_bsdf_out2_metallic,
		node4_bsdf_out3_specular, node4_bsdf_out4_roughness, node4_bsdf_out5_clearcoat,
		node4_bsdf_out6_clearcoat_gloss, node4_bsdf_out7_anisotropy,
		node4_bsdf_out8_transmission, node4_bsdf_out9_ior);
	
	
	ALBEDO = node4_bsdf_out0_albedo;
	SSS_STRENGTH = node4_bsdf_out1_sss_strength;
	SPECULAR = node4_bsdf_out3_specular;
	METALLIC = node4_bsdf_out2_metallic;
	ROUGHNESS = node4_bsdf_out4_roughness;
	CLEARCOAT = node4_bsdf_out5_clearcoat;
	CLEARCOAT_GLOSS = node4_bsdf_out6_clearcoat_gloss;
	NORMAL = node4_in20_normal;
	// uncomment it when you need it
	// TRANSMISSION = vec3(1.0, 1.0, 1.0) * node4_bsdf_out8_transmission;
	// uncomment it when you are modifing TANGENT
	// TANGENT = normalize(cross(cross(node4_in22_tangent, NORMAL), NORMAL));
	// BINORMAL = cross(TANGENT, NORMAL);
	// uncomment it when you have tangent(UV) set
	// ANISOTROPY = node4_bsdf_out7_anisotropy;
}


@Calinou
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Calinou commented May 1, 2021

How should I edit the shader codes? I cannot send the file because the file size is over 10 MB.

You can upload it to an hosting service such as Google Drive or Mega, then paste a public link here.

@unicornlox
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unicornlox commented May 1, 2021

@Calinou link of my character:

https://disk.yandex.com.tr/d/FI5cJ1Ex2k0ssg

thank you, very much.

@Calinou Calinou added the bug label May 1, 2021
@unicornlox
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@Calinou my godot project link for my dancer chracter:

https://disk.yandex.com.tr/d/nzuOgtFW-tj4_w

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