I'm writing a simple game set on the surface of the moon. I wrote a custom sky shader that works great, by modifying the shader code for ProceduralSkyMaterial, which I found in the C++ sources.
Now, I would like to do something similar by tweaking a StandardMaterial3D's shader, but because of conditional compilation and all, the shader code is barely readable in the C++ source.
So my question is: is there any simple way to read the gdshader code in use by a particular StandardMaterial3D ?
Reading internal gdshader code