Honestly, that's an ignorable warning but I'd make sure you have no typos in your code that might cause it.

edit: it might be because you are reading it's components not the whole varying, i.e. the linter warning you is just a bit too dumb to deal with it. Ignorable warning.

  • DJM replied to this.

    That warning seems like a bug. The varying is clearly being written and read from. You might want to make an issue about it on Github.

    • DJM replied to this.

      spacecloud yes it is. weird.

      Megalomaniak yeah its not really an error and doesnt show strange results, ill ignore it.

      cybereality id rather make a bug report for my 'fake wind' shader i wrote.

      shader_type spatial;
      render_mode blend_mix, depth_prepass_alpha, cull_disabled, diffuse_burley, specular_schlick_ggx;
      uniform float alphatreshold;
      uniform float strenght : hint_range(0.0, 1.0, 0.05);
      uniform float speed : hint_range(0.0, 1.0, 0.1);
      
      uniform sampler2D colortex : source_color,filter_linear_mipmap,repeat_disable;
      uniform sampler2D normaltex :  hint_roughness_normal,filter_linear_mipmap,repeat_disable;
      uniform sampler2D roughnesstex : hint_roughness_gray,filter_linear_mipmap,repeat_disable;
      
      
      
      void vertex() {
      	
      	
      	
      	VERTEX.x += sin(TIME * speed + VERTEX.x + VERTEX.z ) * strenght * COLOR.g;
      	VERTEX.y += sin(TIME * speed + VERTEX.y + VERTEX.x ) * strenght * COLOR.g;
      	VERTEX.z += sin(TIME * speed + VERTEX.z + VERTEX.y ) * strenght * COLOR.g;
      
      }
      
      void fragment() {
      	// Place fragment code here.
      	ALPHA = texture(colortex,UV).a;
      	ALPHA_SCISSOR_THRESHOLD = alphatreshold;
      	ALBEDO= texture(colortex,UV).rgb;
      	NORMAL_MAP = texture(normaltex,UV).rgb;
      	SPECULAR = 0.5;
      	ROUGHNESS = texture(roughnesstex,UV).r;
      	
      }

      if i use this shader the editor becomes extremely slow. it also doesnt give the correct results. but it also might be my shader code is wrong

      spacecloud how do i add an overall 'detail normal map' and a a black and white multiply 'detail color' to the complete triplanar material with its own scale?

      Pre PBS the black and white detail map would just get multiplied over the diffuse, nowadays you might do that in albedo, but I'd recommend to multiply or multiply-add it to the roughness instead. If you feel the effect is too weak then maybe consider also albedo.

      Mixing normals is a bit more delicate and don't forget to normalize the result at the end. You might find some glsl examples via google, for an example on shadertoy.com

      i did it!!!
      @Megalomaniak tnx for your shadertoy suggestion!
      heres the shader if anybody is interested, u will need a mesh with painted vertex colors red green and blue
      , works in godot4 , dont know if it will work in godot3

      shader_type spatial;
      render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
      uniform float blend_sharpness = 1.0;
      uniform float normal_scale = 1.0;
      
      uniform vec3 texture1_scale = vec3(1.0);
      
      uniform sampler2D texture1_albedo : source_color,filter_linear_mipmap,repeat_enable;
      uniform sampler2D texture1_normal : hint_normal,filter_linear_mipmap,repeat_enable;
      uniform sampler2D texture1_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
      
      
      uniform vec3 texture2_scale = vec3(1.0);
      
      uniform sampler2D texture2_albedo : source_color,filter_linear_mipmap,repeat_enable;
      uniform sampler2D texture2_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
      uniform sampler2D texture2_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
      
      
      uniform vec3 texture3_scale = vec3(1.0);
      
      uniform sampler2D texture3_albedo : source_color,filter_linear_mipmap,repeat_enable;
      uniform sampler2D texture3_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
      uniform sampler2D texture3_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
      
      uniform sampler2D detailtexture : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
      uniform sampler2D detailroughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
      uniform sampler2D detailnormal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
      
      uniform vec3 detail_scale = vec3(1.0);
      varying vec3 power_normal;
      varying vec3 triplanar_pos;
      void vertex() {
      	TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);
      	TANGENT += vec3(1.0,0.0,0.0) * abs(NORMAL.y);
      	TANGENT += vec3(1.0,0.0,0.0) * abs(NORMAL.z);
      	TANGENT = normalize(TANGENT);
      	BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);
      	BINORMAL += vec3(0.0,0.0,-1.0) * abs(NORMAL.y);
      	BINORMAL += vec3(0.0,1.0,0.0) * abs(NORMAL.z);
      	BINORMAL = normalize(BINORMAL);
      	power_normal = pow(abs(NORMAL),vec3(blend_sharpness));
      	triplanar_pos = VERTEX;
      	power_normal /= dot(power_normal,vec3(1.0));
      	triplanar_pos *= vec3(1.0,-1.0, 1.0);
      }
      vec3 triplanar_texture(sampler2D p_sampler, vec3 p_triplanar_pos) {
      	vec3 samp = vec3(0.0);
      	samp += texture(p_sampler,p_triplanar_pos.xy).xyz * power_normal.z;
      	samp += texture(p_sampler,p_triplanar_pos.xz).xyz * power_normal.y;
      	samp += texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)).xyz * power_normal.x;
      	return samp;
      }
      
      vec3 blend(vec3 texture1, vec3 texture2, vec3 texture3, vec4 color){
      	return ((texture1 * color.r) + (texture2 * color.b) + (texture3 * color.g)).rgb;
      }
      vec3 normalblend(vec3 n1, vec3 n2)
      {
      	n1 += vec3(0, 0, 1);
      	n2 *= vec3(-1, -1, 1);
      	
          return normalize(n1*dot(n1, n2)/n1.z - n2);
      }
      void fragment() {
      	vec3 albedo_texture = (blend(triplanar_texture(texture1_albedo, triplanar_pos * texture1_scale), triplanar_texture(texture2_albedo, triplanar_pos * texture2_scale) , triplanar_texture(texture3_albedo, triplanar_pos * texture3_scale), COLOR)) * triplanar_texture(detailtexture, triplanar_pos * detail_scale);
      	ALBEDO = albedo_texture.rgb;
      	vec3 orm_texture = (blend(triplanar_texture(texture1_roughness, triplanar_pos * texture1_scale), triplanar_texture(texture2_roughness, triplanar_pos * texture2_scale), triplanar_texture(texture3_roughness, triplanar_pos * texture3_scale), COLOR))* triplanar_texture(detailroughness, triplanar_pos * detail_scale);
      	AO = 1.0;
      	ROUGHNESS = orm_texture.r;
      	METALLIC = 0.0;
      	NORMAL_MAP = normalblend(blend(triplanar_texture(texture1_normal, triplanar_pos * texture1_scale), triplanar_texture(texture2_normal, triplanar_pos * texture2_scale), triplanar_texture(texture3_normal, triplanar_pos * texture3_scale), COLOR),triplanar_texture(detailnormal, triplanar_pos * detail_scale));
      	NORMAL_MAP_DEPTH = normal_scale;
      }

        nope i was wrong, the base triplanar normal seems to be inverted on some places

        Megalomaniak
        to difficult for me to really understand the normal blending. i simply messed around with an example on shadertoy.
        strange thing is that it works correctly on specific axises and others dont.

        did some tests, my normal blend code is correct i think, somehow the triplanar sampling gets messed up

        DJM triplanar_pos *= vec3(1.0,-1.0, 1.0);

        Whats the purpose of inverting that one scalar component?

        • DJM replied to this.

          Megalomaniak i have no idea, i allready tried setting that to 1. i started with the shader spacecloud wrote.

          actually deleting this line made the shader work
          triplanar_pos *= vec3(1.0,-1.0, 1.0);
          dont know why, but it works fine now.

          I was honestly going by gut feeling there, so if it works now, great. But there could still be a chance of some nasty surprise I suppose, since I was just giving a quick glance over the code, it's not as if I made a quick test model and brought it into godot to test the actual shader out on it.

          i was wrong, again, bah....
          ive managed to get the normal lighting working correctly but the normals are now way too saturated
          ive made a zip of my terrain and current state of the shader.
          feel free to have a look.

          also, why is it when u zip a godot project its larger than the actual files that are in the project folder?

          Because there's likely already some compression involved. I'll take a look at the scene when I have a bit more free time, hopefully some time tomorrow.

          Ok, I'm looking at it. But whats your current specific problem? Lowering blend_sharpness below 1.0?

          • DJM replied to this.

            Megalomaniak thnx for having a look, are u using alpha12?
            the normals are way to 'hard' now .
            if u lower blend_sharpness the triplanar blending gets messed up, which is not what i want

            Yes alpha 12. Lowering blend sharpness what I see looks like the detail textures mapping/"UV"s are messed. Like the texture isn't repeating correctly.

            Also off topic but interesting to note: the image is displayed wrong in my browser. Gamma is off. Hmm.

            yeah blend_sharpness variable should always be just 1 i guess,
            dont know why its exposed as a variable, this gives the same result
            power_normal = abs(NORMAL);
            i think, the fix lies in these lines of the shader>

            power_normal = pow(abs(NORMAL),vec3(blend_sharpness));
            power_normal /= dot(power_normal,vec3(1.0));

            but im just guessing.