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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Rémi Verschelde
parent
2c7fcdd7f9
commit
ca79373d13
@ -1220,6 +1220,7 @@ public:
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virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
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virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
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virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
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virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0;
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virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0;
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virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
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