# Ultimate Retro Shader Collection (v1.4.0): Setup Script # # This script will add the necessary shader globals for URSC shaders to your project.godot file. # To run, just click File -> Run. # In order to fully register the globals, the editor will be restarted upon running. # # NOTE: this script CAN'T be used to manage the globals for your game! You'll need to write your # own code to handle the values of the globals at runtime. @tool extends EditorScript var shader_globals := { "affine_texture_mapping": { "type": "bool", "value": true }, "fog_color": { "type": "color", "value": Color(0, 0, 0, 1) }, "fog_start_distance": { "type": "float", "value": 0.0 }, "fog_end_distance": { "type": "float", "value": 0.0 }, "cull_distance": { "type": "float", "value": 64.0 }, "texture_filtering": { "type": "bool", "value": false }, "texture_lod_halve_distance": { "type": "float", "value": 0.0 }, "vertex_snap_intensity": { "type": "int", "value": 2 } } func _run() -> void: for key: String in shader_globals: var full_key := "shader_globals/%s" % key if not ProjectSettings.has_setting(full_key): ProjectSettings.set_setting(full_key, shader_globals[key]) ProjectSettings.save() EditorInterface.restart_editor()