Material Varients/Instancing Feature? #4540
MangoDragonHub
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I'm not sure what exactly you want, but "one main material shader" is what the ubershader approach in 3.x is based on, and StandardMaterial3D is already "one core shader material" that you can create a variant of. |
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This is already supported with per-instance uniforms in Godot 4.0. This can't be backported to Godot 3.x since it relies on functionality only found in Vulkan. |
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It would be cool if Godot 3 or 4 had a feature that allowed you to make one core shader material that is used on pretty much all meshes but you are able to create a variant of that core material with slight alterations. I'm not much of a graphics engineer but implementing this may result in performance improvements since it's relying on one main material shader than multiple individual shaders and with the new async shader compiler coming to 3.5, that will help out in shorting the compilation time as well,
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