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Author SHA1 Message Date
moyu f2e06e9dee 移除碰撞 2026-10-13 19:42:47 +08:00
moyu a1d7007241 shader 2026-10-13 19:39:58 +08:00
moyu ed1a9949c8 shader 2026-10-13 18:42:20 +08:00
12 changed files with 223 additions and 3264 deletions
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# 2026-10-13 工作日志
## 修复:toon 材质所有模型联动、无法单独设基础纹理
**问题**:`shader/toon_apply.gd` 用 `material_override = toon.tres` 把同一个共享 `ShaderMaterial` 实例挂给所有 `MeshInstance3D`,导致
1. 改 `toon.tres` 影响全部模型;
2. `material_override` 整包覆盖,丢失模型自带贴图,无法给单个模型设 `base_texture`。
**方案**:重写 `shader/toon_apply.gd`
- 为每个 `MeshInstance3D` 的每个 surface **复制独立材质实例**(`cartoon_material.duplicate()`,含 `next_pass` 描边的复制),通过 `set_surface_override_material(i, mat)` 逐面挂载。
- 自动从 `mesh.surface_get_material(i)` 提取原始贴图(`BaseMaterial3D.albedo_texture` 或已有 ShaderMaterial 的 `base_texture`)写入各自的 `base_texture`。
- 新增导出项:`base_texture_override`(手动指定单模型贴图,优先级最高)、`use_original_texture`、`use_material_override`(兼容旧整包模式,默认关)。
- `toon.tres` 降级为"模板":脚本每次应用时拷贝其非贴图参数作为初值,之后各模型独立。
**关键文件**:`shader/toon_apply.gd`(uid 未变,场景引用 `assets/test/test.tscn` 仍有效)
**相关**:`shader/toon.tres`(基础 cel-shader + outline next_pass)、`shader/cel-shader-base.gdshader`、`shader/outline.gdshader`(outline 用 global uniform,全局限定)
## 修复报错:`get_shader_uniform_list` 不存在
- 报错:`Nonexistent function 'get_shader_uniform_list' in base 'ShaderMaterial'`。
- 原因:该方法属于 **`Shader`**,不属于 `ShaderMaterial`。
- 修复:改为 `cartoon_material.shader.get_shader_uniform_list()`(先判空)。
- 同时把 `get_surface_override_material(mi.material_override)` 返回的 `Material` 用显式 `is ShaderMaterial` 判断 + 声明式 `var x: ShaderMaterial` 赋值,避免隐式向下转换告警。
- 环境:Godot 4.7,Forward Plus,config_version=5。本机未找到 Godot CLI,无法自动语法校验。
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[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://ifqfine3ofh2"
path="res://.godot/imported/HotDog.glb-49d3a46fc33ab2ee1e429d21416d8346.scn"
[deps]
source_file="res://assets/test/HotDog.glb"
dest_files=["res://.godot/imported/HotDog.glb-49d3a46fc33ab2ee1e429d21416d8346.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
mesh_library/use_node_names_as_mesh_names=false
array_mesh/deduplicate_surfaces=true
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"materials": {
"PaletteAssetsv1": {
"use_external/enabled": false,
"use_external/fallback_path": "res://assets/test/tex/PaletteAssetsv1.tres",
"use_external/path": "uid://nbt0m5456g0x"
}
}
}
gltf/naming_version=2
gltf/embedded_image_handling=1
gltf/texture_map_mode=1
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Width:  |  Height:  |  Size: 65 KiB

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dvcdurdl0hrmj"
path.s3tc="res://.godot/imported/HotDog_PaletteAssets.png-37872b0cd0700d390f6038dd2dbb27a5.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
generator_parameters={
"md5": "79256949e4824a5bc8b771d084907c3f"
}
[deps]
source_file="res://assets/test/HotDog_PaletteAssets.png"
dest_files=["res://.godot/imported/HotDog_PaletteAssets.png-37872b0cd0700d390f6038dd2dbb27a5.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
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[gd_scene format=3 uid="uid://ouhrovtvstsf"]
[ext_resource type="Script" uid="uid://cyabo07rc0216" path="res://shader/toon_apply.gd" id="2_7gofs"]
[ext_resource type="Material" uid="uid://ps5swh44egxb" path="res://shader/toon.tres" id="3_pd47h"]
[ext_resource type="PackedScene" uid="uid://ifqfine3ofh2" path="res://assets/test/HotDog.glb" id="4_pd47h"]
[node name="Node3D" type="Node3D" unique_id=301733971]
[node name="HotDog2" parent="." unique_id=1370529729 instance=ExtResource("4_pd47h")]
script = ExtResource("2_7gofs")
cartoon_material = ExtResource("3_pd47h")
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@@ -107,7 +107,7 @@ rendering_device/driver.windows="d3d12"
diffuse_curve={
"type": "sampler2D",
"value": ""
"value": "res://shader/new_gradient_texture_1d.tres"
}
specular_smoothness={
"type": "float",
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[gd_resource type="GradientTexture1D" format=3 uid="uid://b3fs6dwpeg753"]
[sub_resource type="Gradient" id="Gradient_67fj6"]
offsets = PackedFloat32Array(0, 0.25754884, 0.6015394)
colors = PackedColorArray(0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1)
[resource]
gradient = SubResource("Gradient_67fj6")
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[gd_resource type="ShaderMaterial" format=3 uid="uid://ps5swh44egxb"]
[ext_resource type="Shader" uid="uid://bbs8x8ygec4lo" path="res://shader/outline.gdshader" id="1_vdkh7"]
[ext_resource type="Shader" uid="uid://wepsb3f7nni" path="res://shader/cel-shader-base.gdshader" id="2_63a2j"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_m5gih"]
render_priority = 0
shader = ExtResource("1_vdkh7")
[resource]
render_priority = 0
next_pass = SubResource("ShaderMaterial_m5gih")
shader = ExtResource("2_63a2j")
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/specular = Color(0.3, 0.3, 0.3, 0.5)
shader_parameter/fresnel = Color(0.2, 0.2, 0.2, 0.3)
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0)
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@tool
extends Node3D
@export var refresh_now: bool = false:
set(value):
if value:
refresh_now = false # 自动弹回
_apply_materials()
@export var cartoon_material: ShaderMaterial:
set(value):
cartoon_material = value
_apply_materials()
@export_group("Instance Overrides")
@export var use_custom_color: bool = false:
set(value):
use_custom_color = value
_apply_materials()
@export var custom_color: Color = Color(1, 1, 1, 1):
set(value):
custom_color = value
if use_custom_color: # 只有开启时才实时刷新
_apply_materials()
func _ready() -> void:
_apply_materials()
func _apply_materials():
if not is_inside_tree() or cartoon_material == null:
return
for node in find_children("*", "MeshInstance3D", true, false):
if not node is MeshInstance3D:
continue
# 1. 复制一份全新的独立材质,它自带模板 (toon.tres) 的默认颜色和贴图
var unique_mat = cartoon_material.duplicate()
# 2. 安全地获取原模型自带的贴图,并赋给独立材质
if node.mesh != null and node.mesh.get_surface_count() > 0:
var original_mat = node.mesh.surface_get_material(0)
if original_mat != null:
var final_tex: Texture2D = null
# 兼容 StandardMaterial3D
if original_mat is StandardMaterial3D:
final_tex = original_mat.albedo_texture
# 兼容原模型自带的其他 ShaderMaterial(如从 Blender 导入的材质)
elif original_mat.has_method("get_shader_parameter"):
final_tex = original_mat.get_shader_parameter("base_texture")
if final_tex != null:
unique_mat.set_shader_parameter("base_texture", final_tex)
# 3. 处理颜色覆盖
# 如果勾选了自定义颜色,直接在独立材质上修改
# 如果没勾选,则什么都不做,保留从模板复制来的默认颜色
if use_custom_color:
unique_mat.set_shader_parameter("color", custom_color)
# 4. 最后,把配置好的独立材质一次性赋予模型
node.material_override = unique_mat
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uid://cyabo07rc0216
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