#Bacgroud purple
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It's a shader, not a texture, but it's still possible to change
Here's a folder path that leads to the corresponding files, unfortunately I don't know how to edit them
I've personally been searching for an online tool that will convert a png to the shader, but haven't had any luck
Shaders are code, while a shader can show a png, it's not a good idea to do.
Anyways, what you want to do won't work.
Those shaders to affect all guis
Are you sure? I was curious about it and downloaded a pack called royal tooltips (Which is how I found the file path) And it seems to work in game, but nothing about it seems to change other parts of the GUI
It might be because they're two different packs, and the tooltips is above my custom pack
Ok, I looked at it to figure out how it works, and it's kinda stupid and genius.
It relies on the exact colors of the overlay, and also includes some luck as few things in MC use exactly that shader.
It's nothing I'd recommend it's a very fragile concept and has high potential to break other things, or be broken by them.
Personally I'd recommend to just use a mod that does allow you to change tooltips, a lot easier to use, and won't reak when combined with other packs/mods.
But if you want to go with the shader router, you'll have to code it. Due to the dynamic nature of tooltip sizes, you won't be able to just convert a png
What other things use the same shader? And I don't see why a png couldnt be converted to the shader if you treat it as a sprite sheet with repeatable tiles if that makes sense
@unreal moon A program that slices a .png like this seems doable, but to be fair I know little to nothing about coding
e.g. the gray translucent background you have in GUIs and a couple of Debug render things, but I don't think any of them are accessible easily.
Beyond that Id have to check, the hitbox when looking at a block might also be using that shader type.
(tldr; everything that doesn't have a texture and ignores lighting, likely uses that shader)
The larger issue is in converting a texture into a usable shader.
Normally you'd load a texture from the CPU, but shaders alone can't do that.
You'd have to define the texture solely trough instructions in the shader code.
It is possible, but I doubt there are automated tools for this,
it's a very niche situation and usually only done by people trying to do some challenge.
Without knowing how to code shaders, I doubt you'll have a lot of fun with this.
(Forgot to hit send earlier, so a bit late)
#job-list message Hopefully someone else will know how
@slim coral @unreal moon