DCP 2.1: Shaders and Config Exported Directly from Blender


What changed

Four independent export paths The single export directory is replaced by four separate fields in the Configure dialog — Textures, JSON Config, GDShader, and GDScript Util. Each can be set or left empty independently. Point them at your Godot project directory and the files land there automatically on every Generate run.

Two Godot shaders dcp_multicol.gdshader is the UV-driven shader for meshes where all faces share the DCP palette material — same as before, now exported automatically and renamed to match DCP conventions.

dcp_singlecol.gdshader is new: it computes the palette UV at runtime from integer uniforms (quadrant, cell_x, cell_y, emission_strip), with layout constants baked in at export time. Use this when you need to change a mesh’s color from code without touching its UVs.

GDScript utility class dcp_util.gd (class_name DCPUtil, extends RefCounted) exports the same layout constants as typed GDScript values — columns, rows, cell size, emission factor, strip values, image names, info lines. No more manual copy-paste from a JSON file.

JSON config dcp_config.json is still written alongside the shaders for tooling that prefers JSON over GDScript.


No separate shader download

The dynamic_color_palette_godot_shader.zip package is retired. Everything the Godot side needs is now generated directly from the addon. The godot_4_shader/ directory in the repository now only contains the MIT license for reference.


— Frank

Files

dynamic_color_palette-2.1.0-main.zip 64 kB
62 days ago

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