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Moving to discussion, as there is no concrete technical implementation provided. High-level shaders are generally better provided by add-ons, as we intend to keep the core feature set highly general-purpose and not specialized to a certain type of game or art style. It also allows making people only pay for the features they actually use (in terms of binary size). |
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Describe the project you are working on
I try to create a good ocean in Godot.
In Unity, 3D has a default implementation.
I suppose the reason is the implementation in programming and build result and final game render result.
Describe the problem or limitation you are having in your project
I'm not a c++ programmer but I tested the CG programming language and I think the Godot team can used the real programming source code and not GDShaders.C++programmer
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The good idea is to use tools and default implementations for users like any engine: shaders for 2D and 3D for basic elements fog, water, ocean halo, grass, fire, and more. This can easily add to a project if in basic shader programming like CG or another shader programming. Now the GDshader implementation is strange and without good documentation.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
use a Godot node for the ocean in the project with a good cg shader or at least a good gdshader for Godot version 4.1.x
If this enhancement will not be used often, can it be worked around with a few lines of script?
the idea to add a default shader in the build can help the render for 2D and 3D shaders and can improve it.
Is there a reason why this should be core and not an add-on in the asset library?
yes, because this can be linked with default build and the render of the game the
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