
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pyinterior_mapping_rooms.gdshadermaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Parameters
- rooms_across (float = 4), rooms_down (float = 4), room_depth (float = 1), wall_color (vec4 = 0.78, 0.72, 0.62, 1), floor_color (vec4 = 0.42, 0.3, 0.2, 1), ceiling_color (vec4 = 0.92, 0.92, 0.9, 1), frame_color (vec4 = 0.16, 0.17, 0.2, 1), frame_width (float = 0.08) and 2 more
- Use it on
- A flat facade mesh (quad or box side) with UVs and tangents; one UV unit spans the window grid.
- Result
- A wall of windows, each showing a small room with walls, floor and ceiling that shift with the view.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/interior_mapping_rooms/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Rooms are boxes without furniture; all rooms share one layout. The facade must be flat and its UVs unstretched, or rooms skew. Glass reflection is a fixed colour, not the environment.