godot/servers/rendering/renderer_rd/forward_clustered
Fernando Cosentino ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
..
render_forward_clustered.cpp Added material_overlay property to MeshInstance3D 2022-01-05 11:47:51 +01:00
render_forward_clustered.h Added material_overlay property to MeshInstance3D 2022-01-05 11:47:51 +01:00
scene_shader_forward_clustered.cpp Merge pull request #54791 from NHodgesVFX/master 2022-01-04 16:52:27 +01:00
scene_shader_forward_clustered.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00