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I tried it in the ShaderBlueprint, and the preview does what it should do, see below.
But when I put the ShaderBlueprint into a material and apply the material to a Sprite, it doesn't. (Which means, that the u_time might work in the shaderBlueprint, but not in 'real-shaer-life')
Modifying 'uniform float u_Time' never works.
nothing.
this.shaderData.setNumber(Shader3D.propertyNameToID("u_Time"), timeValue);
also, nothing:
GLSL Fragment code:
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