
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngps1_vertex_snap.gdshadertest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Parameters
- albedo_texture (sampler2D), color_a (vec4 = 0.85, 0.75, 0.55, 1), color_b (vec4 = 0.45, 0.25, 0.2, 1), checker_cells (float = 6), snap_width (float = 160), snap_height (float = 120), affine_amount (float = 1), color_levels (float = 32) and 1 more
- Use it on
- Optional: a low-resolution texture for `albedo_texture`.
- Result
- A checkered floor and crate whose texture bends across large triangles and whose edges sit on a coarse grid, with dithered colour.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/ps1_vertex_snap/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Affine warping depends on triangle size: finely subdivided meshes show little of it. Snapping happens in screen space, so the jitter is visible only with motion. Lighting is still Godot's per-pixel lighting, not per-vertex Gouraud.