Decrease opacity of the overdraw debug draw mode
This allows distinguishing higher amounts of overlapping objects.
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cb4e42155d
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27aa8dc68e
2 changed files with 4 additions and 2 deletions
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@ -781,7 +781,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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{
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overdraw_material_shader = storage->shader_allocate();
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storage->shader_initialize(overdraw_material_shader);
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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; }");
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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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; }");
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overdraw_material = storage->material_allocate();
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storage->material_initialize(overdraw_material);
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storage->material_set_shader(overdraw_material, overdraw_material_shader);
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@ -767,7 +767,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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{
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overdraw_material_shader = storage->shader_allocate();
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storage->shader_initialize(overdraw_material_shader);
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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; }");
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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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; }");
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overdraw_material = storage->material_allocate();
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storage->material_initialize(overdraw_material);
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storage->material_set_shader(overdraw_material, overdraw_material_shader);
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