Decrease opacity of the overdraw debug draw mode

This allows distinguishing higher amounts of overlapping objects.
This commit is contained in:
Hugo Locurcio 2021-07-04 00:18:38 +02:00
parent cb4e42155d
commit 27aa8dc68e
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
2 changed files with 4 additions and 2 deletions

View file

@ -781,7 +781,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
{
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);

View file

@ -767,7 +767,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
{
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);