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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.
This commit is contained in:
Fernando Cosentino
2021-09-25 19:40:26 +01:00
committed by Rémi Verschelde
parent 2c7fcdd7f9
commit ca79373d13
18 changed files with 147 additions and 20 deletions

View File

@@ -390,6 +390,7 @@ public:
RID skeleton;
RID material_override;
RID material_overlay;
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
@@ -961,6 +962,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
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);