tool extends "res://addons/material_maker/node_base.gd" var file_path = null func _ready(): set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1)) func set_texture(path): file_path = path var texture = ImageTexture.new() if path != null: texture.load(path) $TextureButton.texture_normal = texture update_shaders() func get_textures(): var list = {} list[name] = $TextureButton.texture_normal return list func _get_shader_code(uv, slot = 0): var rv = { defs="", code="" } if generated_variants.empty(): rv.defs = "uniform sampler2D %s_tex;\n" % [ name ] var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "vec4 %s_%d_rgba = texture(%s_tex, %s);\n" % [ name, variant_index, name, uv ] rv.rgba = "%s_%d_rgba" % [ name, variant_index ] return rv func _on_TextureButton_pressed(): var dialog = FileDialog.new() add_child(dialog) dialog.rect_min_size = Vector2(500, 500) dialog.access = FileDialog.ACCESS_FILESYSTEM dialog.mode = FileDialog.MODE_OPEN_FILE dialog.add_filter("*.png;PNG image") dialog.add_filter("*.jpg;JPG image") dialog.connect("file_selected", self, "set_texture") dialog.popup_centered() func serialize(): var data = .serialize() data.file_path = file_path return data func deserialize(data): if data.has("file_path"): set_texture(data.file_path) .deserialize(data)