You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
This commit is contained in:
@@ -916,24 +916,32 @@ Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, Skel
|
||||
// Skeleton 3D gizmo handle shader.
|
||||
|
||||
shader_type spatial;
|
||||
render_mode unshaded, shadows_disabled, depth_draw_always;
|
||||
render_mode unshaded, shadows_disabled, depth_draw_always, fog_disabled;
|
||||
|
||||
uniform sampler2D texture_albedo : source_color;
|
||||
uniform float point_size : hint_range(0,128) = 32;
|
||||
uniform float point_size : hint_range(0, 128) = 32;
|
||||
|
||||
void vertex() {
|
||||
if (!OUTPUT_IS_SRGB) {
|
||||
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
|
||||
COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));
|
||||
}
|
||||
|
||||
VERTEX = VERTEX;
|
||||
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
|
||||
POSITION.z = mix(POSITION.z, 0, 0.999);
|
||||
POSITION.z = mix(POSITION.z, 0.0, 0.999);
|
||||
POINT_SIZE = point_size;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec4 albedo_tex = texture(texture_albedo,POINT_COORD);
|
||||
vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
|
||||
vec3 col = albedo_tex.rgb + COLOR.rgb;
|
||||
col = vec3(min(col.r,1.0),min(col.g,1.0),min(col.b,1.0));
|
||||
col = vec3(min(col.r, 1.0), min(col.g, 1.0), min(col.b, 1.0));
|
||||
ALBEDO = col;
|
||||
if (albedo_tex.a < 0.5) { discard; }
|
||||
|
||||
if (albedo_tex.a < 0.5) {
|
||||
discard;
|
||||
}
|
||||
|
||||
ALPHA = albedo_tex.a;
|
||||
}
|
||||
)");
|
||||
@@ -1184,6 +1192,7 @@ Skeleton3DGizmoPlugin::Skeleton3DGizmoPlugin() {
|
||||
unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
||||
unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
||||
unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
||||
unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
|
||||
|
||||
selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
|
||||
selected_sh = Ref<Shader>(memnew(Shader));
|
||||
|
||||
Reference in New Issue
Block a user