color_rect.set_instance_shader_parameter
should work, as long as the color_rect
is unique to each instance of the card, rather than being reused. If you assigned it in the node editor you could check the "Local To Scene" checkbox. Assuming cards are defined as separate scenes you instantiate. Otherwise you could duplicate()
the resource in code.
The same would be true for color_rect.material.set_shader_parameter
for the ShaderMaterial
. If you could ensure it's unique per card, it should work. However, duplicating the material might not be as ideal, especially since the other option is also available.
A little tip: You could try print debugging with the get
functions before and after you use set
to see what the value was before (and notice that it might be the same as the previous set
call from another card) and that it was correctly set afterwards. (Assuming I'm correct about diagnosing the problem.)
edit: Actually, my advice is only true if color_rect
was a resource, but I think it's a node, specifically a sub-class of CanvasItem
or GeometryInstance3D
, so it should already be unique for each instantiated card. So without more information I'm not sure why set_instance_shader_parameter
is not working.