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I omitted writing the readme for the time being, as I wasn't sure if there were going to be any changes.
If the design is accepted as is I could write it up!

A minor note is that shader globals are still a bit broken in some areas, for example it is possible to specify new local subresources (e.g. a GradiantTexture2D) in the shader global editor, which will not be saved anywhere. A broken reference to them will still be stored in the value field of the shader global. Currently, the generator just errors out in such a case, but it could be handled gracefully by explicitly ignoring such default values (although letting the user know that what they are trying to do doesn't work due to Godot might be more desirable).
Empty names are also possible and we just ignore the global in that case.

GlobalShaderParameterSet does NOT work at runtime, meaning we can only return values that have been set via the property previously.

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