mirror of https://github.com/godotengine/godot
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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| .. | ||
| forward_clustered | ||
| forward_mobile | ||
| shaders | ||
| SCsub | ||
| cluster_builder_rd.cpp | ||
| cluster_builder_rd.h | ||
| effects_rd.cpp | ||
| effects_rd.h | ||
| pipeline_cache_rd.cpp | ||
| pipeline_cache_rd.h | ||
| renderer_canvas_render_rd.cpp | ||
| renderer_canvas_render_rd.h | ||
| renderer_compositor_rd.cpp | ||
| renderer_compositor_rd.h | ||
| renderer_scene_environment_rd.cpp | ||
| renderer_scene_environment_rd.h | ||
| renderer_scene_gi_rd.cpp | ||
| renderer_scene_gi_rd.h | ||
| renderer_scene_render_rd.cpp | ||
| renderer_scene_render_rd.h | ||
| renderer_scene_sky_rd.cpp | ||
| renderer_scene_sky_rd.h | ||
| renderer_storage_rd.cpp | ||
| renderer_storage_rd.h | ||
| shader_compiler_rd.cpp | ||
| shader_compiler_rd.h | ||
| shader_rd.cpp | ||
| shader_rd.h | ||