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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.
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18 changed files with 147 additions and 20 deletions
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@ -712,6 +712,7 @@ public:
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FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
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FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
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FUNC2(instance_geometry_set_material_override, RID, RID)
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FUNC2(instance_geometry_set_material_overlay, RID, RID)
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FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
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FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
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