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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. |
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.. | ||
shaders | ||
rasterizer_array.h | ||
rasterizer_asserts.h | ||
rasterizer_canvas_base_gles3.cpp | ||
rasterizer_canvas_base_gles3.h | ||
rasterizer_canvas_batcher.h | ||
rasterizer_canvas_gles3.cpp | ||
rasterizer_canvas_gles3.h | ||
rasterizer_gles3.cpp | ||
rasterizer_gles3.h | ||
rasterizer_platforms.h | ||
rasterizer_scene_gles3.cpp | ||
rasterizer_scene_gles3.h | ||
rasterizer_storage_common.h | ||
rasterizer_storage_gles3.cpp | ||
rasterizer_storage_gles3.h | ||
SCsub | ||
shader_compiler_gles3.cpp | ||
shader_compiler_gles3.h | ||
shader_gles3.cpp | ||
shader_gles3.h | ||
texture_loader_gles3.cpp | ||
texture_loader_gles3.h |