Tweak appearance of 3D editor gizmo icons
- Use alpha scissor to resolve transparency sorting issues with gizmo icons relative to other transparent materials in the scene. This also makes gizmos visible in `screen_texture`, which means gizmos can now be seen through refractive materials. Lastly, this reduces the amount of artifacts visible around gizmo outlines (although they are still present at times). - Make icons darker when not selected to be less intrusive (and easier to distinguish when selected).
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@ -912,7 +912,9 @@ void EditorNode3DGizmoPlugin::create_icon_material(const String &p_name, const R
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Color color = instantiated ? instantiated_color : p_albedo;
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if (!selected) {
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color.a *= 0.85;
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color.r *= 0.6;
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color.g *= 0.6;
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color.b *= 0.6;
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}
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icon->set_albedo(color);
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@ -921,9 +923,8 @@ void EditorNode3DGizmoPlugin::create_icon_material(const String &p_name, const R
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icon->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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icon->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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icon->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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icon->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
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icon->set_depth_draw_mode(StandardMaterial3D::DEPTH_DRAW_DISABLED);
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icon->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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icon->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_SCISSOR);
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icon->set_alpha_scissor_threshold(0.1);
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icon->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, p_texture);
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icon->set_flag(StandardMaterial3D::FLAG_FIXED_SIZE, true);
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icon->set_billboard_mode(StandardMaterial3D::BILLBOARD_ENABLED);
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