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Use a post processing toon shader #18
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I asked in IRC about it, and it looks like I can sort of hack around the limitation by placing the material on a quad in front of a Camera2D:
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A precursor to this work was factoring out the camera into it's own entity, which is done now. The way it works is that the camera's scene is a child of the main From here, a Camera2D can be added, and hopefully piping over the output of the 3D camera to a shader attached to a quad won't be a problem. |
I can't seem to get the viewport to use the 2D camera so long as there's any 3D camera anywhere in the node tree. I did a good amount of experimenting with this and I'm going to close it out for now and proceed with overriding individual materials. |
For meshes with many different materials, setting up custom toon shader materials post-import is impractical, especially since the properties are overridden with every import cycle.
It would be better to just run the rendered scene through a general post-process toon shader, and only fiddle with custom post-import materials in special cases.
I'm not sure if godot supports post-processing shaders yet.
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