Fix shadows for billboarded Sprite3D's

This commit is contained in:
Erik Johnson
2023-01-31 22:53:54 -05:00
committed by Rémi Verschelde
parent 9272f7b53d
commit eab95698cd
18 changed files with 66 additions and 26 deletions

View File

@ -125,6 +125,7 @@
</member>
<member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
Controls how the object faces the camera. See [enum BillboardMode].
[b]Note:[/b] When billboarding is enabled and the material also casts shadows, billboards will face [b]the[/b] camera in the scene when rendering shadows. In scenes with multiple cameras, the intended shadow cannot be determined and this will result in undefined behavior. See [url=https://github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for details.
[b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details.
</member>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">