Godot 4.5. I've checked the documentation for FAQs and explanations, how to set up my materials, etc. I don't see what I'm doing wrong, but I'm sure it's something simple.
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In case this is relevant: I made a mesh instance 3D with a quad mesh applied so I could add as many verts to a flat subdivision that I wanted (for testing purposes). I've also got the material combination left over from the multi-texture blending tutorial, which I've also applied a made-unique copy of the same material on the "next pass" setting of that material; both sides are set to cull their respective sides. This way I can have the same material splat mapped on either side of the quad, but splatted and painted differently as per the needs of the scene.
Also, I'm sure this will sound dumb but I'm not really sure how to combine unlit and splat mapping here? As you can see in this video, I have a mesh that is currently affected by light in the scene, and I want it unlit. But the tutorial for splat mapping just explains why we're using "original material." Why doesn't our original material in this example start out unlit? Is there a way to make it unlit before painting on it in the vertex shader add on? I know vaguely how to do it on a standard shadermaterial3D, but not really how to do it with these custom made shader materials.


