hide next pass for material types that make it pointless, closes #10686
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2 changed files with 17 additions and 0 deletions
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@ -65,6 +65,12 @@ RID Material::get_rid() const {
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return material;
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}
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void Material::_validate_property(PropertyInfo &property) const {
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if (!_can_do_next_pass() && property.name=="next_pass") {
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property.usage=0;
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}
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}
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void Material::_bind_methods() {
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@ -204,6 +210,11 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id
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Resource::get_argument_options(p_function, p_idx, r_options);
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}
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bool ShaderMaterial::_can_do_next_pass() const {
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return shader.is_valid() && shader->get_mode()==Shader::MODE_SPATIAL;
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}
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ShaderMaterial::ShaderMaterial() {
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}
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@ -53,6 +53,9 @@ class Material : public Resource {
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protected:
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_FORCE_INLINE_ RID _get_material() const { return material; }
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static void _bind_methods();
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virtual bool _can_do_next_pass() const { return false; }
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void _validate_property(PropertyInfo &property) const;
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public:
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enum {
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@ -84,6 +87,8 @@ protected:
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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virtual bool _can_do_next_pass() const;
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public:
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void set_shader(const Ref<Shader> &p_shader);
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Ref<Shader> get_shader() const;
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@ -394,6 +399,7 @@ private:
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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virtual bool _can_do_next_pass() const { return true; }
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public:
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void set_albedo(const Color &p_albedo);
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