[SOLVED] How to apply a shader to a sprite without it becoming a rectangle?
I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:
I've had a go at implementing it and have got the reflective water rendering. It's very "Kingdom: Two Crowns" like when spread across the full width of the scene.
However, as you can see from the image above, I've drawn a pond (as a separate Sprite2D) and I've applied the water shader to the pond. It's done that, but draws the water as a rectangle.
Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?
I think you'd want to apply the alpha value of the sprite. You can do that by making the last line "COLOR = vec4(mix(...).rgb, texture(TEXTURE, UV).a)"
Oof, I haven't touched shaders in Godot myself yet, besides a very simple section during one tutorial, so maybe I should not give any advice, but I think this can be solved by applying the shader to the pond and adding a check for transparency before applying the changes to the pixels.