diff options
-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); |