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authorFernando Cosentino <fbcosentino@yahoo.com.br>2021-09-25 19:40:26 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-01-05 11:47:51 +0100
commitca79373d135634b45518e82edcce15b15d25171c (patch)
tree905939a9f7e2ffcfa424e45845bbe4f9cfe74a51 /servers/rendering/renderer_scene.h
parent2c7fcdd7f94307a8dbf9436edc3294aaa6f87a88 (diff)
downloadredot-engine-ca79373d135634b45518e82edcce15b15d25171c.tar.gz
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.
Diffstat (limited to 'servers/rendering/renderer_scene.h')
-rw-r--r--servers/rendering/renderer_scene.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index ecafb7bc08..20ca49cd71 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -95,6 +95,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
+ virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;