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Added material_overlay property to MeshInstance
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 GeometryInstance (and therefore MeshInstance), 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. Implemented in rasterizer of both GLES2 and GLES3.
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17 changed files with 124 additions and 0 deletions
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@ -2144,6 +2144,7 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &VisualServer::instance_geometry_set_material_overlay);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
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ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);
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