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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-07-04 09:39:36 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-04 09:39:36 +0200 |
commit | 67c08e27a5f31dd80a7d53de0ec2c9a1cd55f50b (patch) | |
tree | dbe427dd987359cd8d40b8d133473f57f91d3355 | |
parent | 409d5aa57ec2ed1ba5e23840b7fc573289bd4501 (diff) | |
parent | 27aa8dc68e1ea2bb0e910f8dfbb5f4b81f70837e (diff) |
Merge pull request #50138 from Calinou/debug-overdraw-lower-opacity
Decrease opacity of the overdraw debug draw mode
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp | 3 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 3270e30ded..2be906d1b1 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -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); diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 187bdf14e3..a7308e54ef 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -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); |