Asking a shader-related question in the context of UPBGE 0.44. I have used the engine and while Metal is a good step forward, there is one issue.
I can’t seem to use it in 2D Filters. If I assign a .metal file that simply turns the screen red, it won’t affect the view unlike with glsl.
I also am unable to use metal at all when it comes to scripting it on objects.
Can anyone show me the reason why I can’t do it? Hope this is not a bug.
Ah. I was wondering why 2D filters and shader scripts weren’t working.
They will be added in a future version soon I assume.
I also assume the occasional libc++ kinks will also be fixed in the future.
I also wonder if BL_Shader could make a comeback as a version adapted for the Metal backend and Vulkan backend as well. BL_Shader was great and with 0.3X, it was deprecated.
The deprecation of BL_Shader meant that setting a shader on an object was nearly impossible. I really appreciated how straightforward BL_Shader was for years, and I would love to see that feature make a return in some form or another for Metal and Vulkan.
After all, I would love to make very unique effects on an object using Metal, but the gpu module is too complex. The old BL_Shader module was much more simple, and I wish things were straightforward for assigning shaders to objects again like in 2.79b.