Lexpartizan / Godot_sky_shader

MIT License
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Ease of Use #10

Open GammaGames opened 4 years ago

GammaGames commented 4 years ago

It would be nice if all variables were exposed in the script on the root node for easier editor use. You could even use setget to make it update in real time when values are changed. If the script has tool at the beginning it will update in the editor as well.
Have you looked at using OpenSimplexNoise instead of a noise texture to make it easier to edit in the editor?
And finally, would it be possible to move the scene, script, and shaders into an addons folder so it can be uploaded to the asset store? The project currently takes a little bit to set up, but it's such a great asset that I feel like it really belongs in the asset store.

GammaGames commented 4 years ago

The WorldEnvironment node could also be local to the scene this way, it would prevent overriding the default environment and make it more modular

Lexpartizan commented 4 years ago

It would be nice if all variables were exposed in the script on the root node for easier editor use. You could even use setget to make it update in real time when values are changed. If the script has tool at the beginning it will update in the editor as well. You are quite right. This will make the code more beautiful, understandable, and acceptable. I'm just too lazy right now, maybe next week. To be honest, I'm just not used to using set get.

Have you looked at using OpenSimplexNoise instead of a noise texture to make it easier to edit in the editor? We'll have to try it. To be honest, I don't know much about noise and the cloud code is taken from another source. https://github.com/danilw/godot-utils-and-other I'll experiment to see if I can get the same result with this noise.

And finally, would it be possible to move the scene, script, and shaders into an addons folder You can just put it all in the addon folder yourself. I prefer simple scenes, it's easier to work with them, and it's easier to understand how they work.

The WorldEnvironment node could also be local to the scene this way, it would prevent overriding the default environment and make it more modular I'm not sure what you're talking about. Perhaps I should save the settings not in default_environment.tres. And think about how this node does not affect the image in the editor (because then the image is dark and it is inconvenient to configure the scene).

But now I have a couple of days off vacation, and I want to get some rest, so I'll do it all next week when I'm in the working mood :-) Sorry.

GammaGames commented 4 years ago

I prefer simple scenes, it's easier to work with them, and it's easier to understand how they work.

It would still be simple, it would just be easier for users to set up since you could just add the Sky scene without having to manually place it.

Have a nice vacation!

Lexpartizan commented 4 years ago

Thanks!

Lexpartizan commented 4 years ago

So, i made setgets. Yes, i super lazy...

GammaGames commented 4 years ago

You mean because there's no gets? Honestly doesn't seem that important, setting the variables seem way more important for an editor-exported variable

Lexpartizan commented 4 years ago

I think this is not necessary, you can get them directly. But to set these variables, you need to use a call to the shader or complex function.

Lexpartizan commented 4 years ago

Some improvements usability, work in editor for lighting. Spam error ERROR: create_from_image: Condition "p_image.is_null()" is true. At: scene/resources/texture.cpp:199 But working.

CreatCodeBuild commented 3 years ago

By far this has been the most ease of use sky shaders / plugins / scenes open sourced. Great work! But it might help to make the whole thing a self contained plugin/addon so that the users won't be confused by what to copy and what not to. But overall the instructions in readme is very clear and I have successfully run it!

Do you accept PRs?