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Changes to material required to add custom shaders in RD renderer
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@@ -1458,14 +1458,12 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
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outer_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.8));
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outer_mat->set_on_top_of_alpha();
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outer_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
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outer_mat->set_line_width(3.0);
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outer_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
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selection_floor_mat.instance();
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selection_floor_mat->set_albedo(Color(0.80, 0.80, 1.0, 1));
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selection_floor_mat->set_on_top_of_alpha();
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selection_floor_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
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selection_floor_mat->set_line_width(3.0);
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d[VS::ARRAY_VERTEX] = lines;
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_LINES, d);
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