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Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
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@@ -546,6 +546,7 @@ NavigationObstacle3DEditor::NavigationObstacle3DEditor() {
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line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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line_material->set_albedo(Color(1, 1, 1));
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handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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@@ -554,6 +555,7 @@ NavigationObstacle3DEditor::NavigationObstacle3DEditor() {
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handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Editor3DHandle"), EditorStringName(EditorIcons));
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handle_material->set_point_size(handle->get_width());
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handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);
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