diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-01-01 00:52:20 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-01-01 00:54:25 +0100 |
commit | ac18665c8803916236cdf326b7b9a00951bf140d (patch) | |
tree | fe54a0c85eaf5c3ebadb540f3c47ac0da7758c0f /editor/plugins | |
parent | 7fddf5eb7c6b6e58f891aaaa5b396f2b0cf616f8 (diff) |
Tint 3D light gizmos using the light's color
This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
Diffstat (limited to 'editor/plugins')
-rw-r--r-- | editor/plugins/spatial_editor_plugin.cpp | 2 | ||||
-rw-r--r-- | editor/plugins/spatial_editor_plugin.h | 4 |
2 files changed, 4 insertions, 2 deletions
diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp index a7c1becabd..da2fbfd66c 100644 --- a/editor/plugins/spatial_editor_plugin.cpp +++ b/editor/plugins/spatial_editor_plugin.cpp @@ -6145,6 +6145,8 @@ void EditorSpatialGizmoPlugin::create_icon_material(const String &p_name, const icon->set_albedo(color); icon->set_flag(SpatialMaterial::FLAG_UNSHADED, true); + icon->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + icon->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); icon->set_cull_mode(SpatialMaterial::CULL_DISABLED); icon->set_depth_draw_mode(SpatialMaterial::DEPTH_DRAW_DISABLED); icon->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); diff --git a/editor/plugins/spatial_editor_plugin.h b/editor/plugins/spatial_editor_plugin.h index ecb7363401..1c6c31dd21 100644 --- a/editor/plugins/spatial_editor_plugin.h +++ b/editor/plugins/spatial_editor_plugin.h @@ -102,11 +102,11 @@ protected: static void _bind_methods(); public: - void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false); + void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1)); void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>()); void add_collision_segments(const Vector<Vector3> &p_lines); void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh); - void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1); + void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1, const Color &p_modulate = Color(1, 1, 1)); void add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, bool p_billboard = false, bool p_secondary = false); void add_solid_box(Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3()); |