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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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committed by
Rémi Verschelde
parent
2c7fcdd7f9
commit
ca79373d13
@@ -47,6 +47,10 @@
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</member>
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<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
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</member>
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<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
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The material overlay for the whole geometry.
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If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces.
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</member>
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<member name="material_override" type="Material" setter="set_material_override" getter="get_material_override">
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The material override for the whole geometry.
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If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
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