Include alpha in visual shader light function inputs

Lack of access to the alpha accumulator makes some effects that are sensitive to lighting impossible with the visual shader graph. This is an easy fix thankfully as it simply just wasn't exposed.
This commit is contained in:
Max Piepenbrink
2025-03-09 21:35:31 -07:00
parent cae3d722a3
commit b28800e580

View File

@ -3149,6 +3149,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Node3D, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },