extends ShaderMaterial class_name ConvertedMaterial ## See Material3DConversion. Any changes made to this will not stick if you go back to the regular models by unbaking! @export var original_material : String @export var original_material_cache : StandardMaterial3D func cache(mat : StandardMaterial3D): if Engine.is_editor_hint(): if (not mat.resource_path) or '.tscn' in mat.resource_path: print("WARNING: Material ",str(mat), " is not saved to disk. Storing in memory. Recommend un-baking, save to disk, then re-bake") original_material_cache = mat else: original_material = mat.resource_path func get_original_material() -> StandardMaterial3D: var mat = original_material_cache if not mat: mat = load(original_material) return mat