Reproducible in Versions 4.3 and 4.2.2, both using a TileMap and a TileMapLayer.
System information
Windows 11 Godot 4.3 stable, compatibility mode
Issue description
As soon as the shader is doing anything, the terrain borders break. The tiles surrounded by each other seem to work correctly, but the connection tiles to transparency are way off, as you can see here:
Applying the shader material is working fine, as long as there is no actual code in the shader.
I do call set_cells_terrain_connect by code, but it does look the same as in the editor.
Tested versions
System information
Windows 11 Godot 4.3 stable, compatibility mode
Issue description
As soon as the shader is doing anything, the terrain borders break. The tiles surrounded by each other seem to work correctly, but the connection tiles to transparency are way off, as you can see here:
https://github.com/user-attachments/assets/c36ace9c-926c-4f7b-a350-4c61143d7642
Applying the shader material is working fine, as long as there is no actual code in the shader. I do call set_cells_terrain_connect by code, but it does look the same as in the editor.
https://github.com/user-attachments/assets/1101235a-35c0-4f8f-963a-b987cae3a488
Same in the old version using a TileMap
https://github.com/user-attachments/assets/22538627-8c06-48a2-ae22-98a1aae4a8d9
What's happening here?
Steps to reproduce
Minimal reproduction project (MRP)
N/A