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Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.
The transparency value of any given GeometryInstance3D is affected by:
- Its new "transparency" property.
- Its own visiblity range when the new "visibility_range_fade_mode"
property is set to "Self".
- Its parent visibility range when the parent's fade mode is
set to "Dependencies".
The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.
Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.
Co-authored-by: reduz <reduzio@gmail.com>
This commit is contained in:
@@ -702,10 +702,10 @@ public:
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FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
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FUNC2(instance_geometry_set_material_override, RID, RID)
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FUNC5(instance_geometry_set_visibility_range, RID, float, float, float, float)
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FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
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FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
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FUNC2(instance_geometry_set_lod_bias, RID, float)
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FUNC2(instance_geometry_set_transparency, RID, float)
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FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
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FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
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FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
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