Hi there,
Does Godot shaders have access to object radius ? I need it to get texture UV stay constant when and object is duplicated and scaled.
Basically yes. Theres multiple ways to handle this, which one is best depends possibly on what exactly you are trying to achieve. What assets are these, environmental assets like rocks?
Rocks or walls anything static, bounding box or radius for approximate size should work,
You can take object aabb in scripting and assign that to a uniform to inversely affect(divide/multiply) the UV vectors.
http://docs.godotengine.org/en/3.0/classes/class_aabb.html?highlight=get%20aabb http://docs.godotengine.org/en/3.0/search.html?q=aabb&check_keywords=yes&area=default