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-rw-r--r--doc/classes/Button.xml2
-rw-r--r--doc/classes/GraphEdit.xml2
-rw-r--r--doc/classes/GraphNode.xml4
-rwxr-xr-xdoc/tools/make_rst.py10
-rw-r--r--editor/editor_help.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp30
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h3
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp10
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h3
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl3
-rw-r--r--servers/rendering/renderer_scene_cull.cpp3
-rw-r--r--servers/rendering/renderer_scene_cull.h15
17 files changed, 69 insertions, 34 deletions
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index d63bad7cad..055d5091c7 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -78,7 +78,7 @@
</member>
<member name="icon" type="Texture2D" setter="set_button_icon" getter="get_button_icon">
Button's icon, if text is present the icon will be placed before the text.
- To edit margin and spacing of the icon, use [code]hseparation[/code] theme property of [Button] and [code]content_margin_*[/code] properties of the used [StyleBox]es.
+ To edit margin and spacing of the icon, use [theme_item hseparation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es.
</member>
<member name="icon_align" type="int" setter="set_icon_align" getter="get_icon_align" enum="Button.TextAlign" default="0">
Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum TextAlign] constants as the text alignment. If centered, text will draw on top of the icon.
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 673bf19122..e962992491 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -141,7 +141,7 @@
<argument index="3" name="to_port" type="int" />
<argument index="4" name="amount" type="float" />
<description>
- Sets the coloration of the connection between [code]from[/code]'s [code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the color provided in the [code]activity[/code] theme property.
+ Sets the coloration of the connection between [code]from[/code]'s [code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the color provided in the [theme_item activity] theme property.
</description>
</method>
<method name="set_selected">
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index ff6271d2aa..e9226f7c1d 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -285,10 +285,10 @@
No overlay is shown.
</constant>
<constant name="OVERLAY_BREAKPOINT" value="1" enum="Overlay">
- Show overlay set in the [code]breakpoint[/code] theme property.
+ Show overlay set in the [theme_item breakpoint] theme property.
</constant>
<constant name="OVERLAY_POSITION" value="2" enum="Overlay">
- Show overlay set in the [code]position[/code] theme property.
+ Show overlay set in the [theme_item position] theme property.
</constant>
</constants>
<theme_items>
diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py
index 5d3167a773..0d88ce4998 100755
--- a/doc/tools/make_rst.py
+++ b/doc/tools/make_rst.py
@@ -328,7 +328,7 @@ class State:
theme_item.text,
default_value,
)
- class_def.theme_items[theme_item_id] = theme_item_def
+ class_def.theme_items[theme_item_name] = theme_item_def
tutorials = class_root.find("tutorials")
if tutorials is not None:
@@ -905,6 +905,7 @@ def rstize_text(text, state): # type: (str, State) -> str
or cmd.startswith("member")
or cmd.startswith("signal")
or cmd.startswith("constant")
+ or cmd.startswith("theme_item")
):
param = tag_text[space_pos + 1 :]
@@ -941,6 +942,13 @@ def rstize_text(text, state): # type: (str, State) -> str
print_error("Unresolved member '{}', file: {}".format(param, state.current_class), state)
ref_type = "_property"
+ elif cmd.startswith("theme_item"):
+ if method_param not in class_def.theme_items:
+ print_error(
+ "Unresolved theme item '{}', file: {}".format(param, state.current_class), state
+ )
+ ref_type = "_theme_item"
+
elif cmd.startswith("signal"):
if method_param not in class_def.signals:
print_error("Unresolved signal '{}', file: {}".format(param, state.current_class), state)
diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp
index 05f4e385c6..f520877256 100644
--- a/editor/editor_help.cpp
+++ b/editor/editor_help.cpp
@@ -109,6 +109,9 @@ void EditorHelp::_class_desc_select(const String &p_select) {
} else if (tag == "constant") {
topic = "class_constant";
table = &this->constant_line;
+ } else if (tag == "theme_item") {
+ topic = "theme_item";
+ table = &this->theme_property_line;
} else {
return;
}
@@ -1538,7 +1541,7 @@ static void _add_text_to_rt(const String &p_bbcode, RichTextLabel *p_rt) {
p_rt->add_text("[");
pos = brk_pos + 1;
- } else if (tag.begins_with("method ") || tag.begins_with("member ") || tag.begins_with("signal ") || tag.begins_with("enum ") || tag.begins_with("constant ")) {
+ } else if (tag.begins_with("method ") || tag.begins_with("member ") || tag.begins_with("signal ") || tag.begins_with("enum ") || tag.begins_with("constant ") || tag.begins_with("theme_item ")) {
int tag_end = tag.find(" ");
String link_tag = tag.substr(0, tag_end);
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 22e3bbdb00..6d85c1f4c1 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -334,6 +334,10 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
const RenderElementInfo &element_info = p_params->element_info[i];
+ if ((p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_SPECULAR) && !(surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass
+ }
+
if (surf->owner->instance_count == 0) {
continue;
}
@@ -958,20 +962,20 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
bool uses_gi = false;
float fade_alpha = 1.0;
- if (p_render_list == RENDER_LIST_OPAQUE) {
- if (inst->fade_near || inst->fade_far) {
- float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin);
- if (inst->fade_far && fade_dist > inst->fade_far_begin) {
- fade_alpha = MAX(0.0, 1.0 - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
- } else if (inst->fade_near && fade_dist < inst->fade_near_end) {
- fade_alpha = MAX(0.0, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
- }
+ if (inst->fade_near || inst->fade_far) {
+ float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin);
+ if (inst->fade_far && fade_dist > inst->fade_far_begin) {
+ fade_alpha = MAX(0.0, 1.0 - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
+ } else if (inst->fade_near && fade_dist < inst->fade_near_end) {
+ fade_alpha = MAX(0.0, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
}
+ }
- fade_alpha *= inst->force_alpha * inst->parent_fade_alpha;
+ fade_alpha *= inst->force_alpha * inst->parent_fade_alpha;
- flags = (flags & ~INSTANCE_DATA_FLAGS_FADE_MASK) | (uint32_t(fade_alpha * 255.0) << INSTANCE_DATA_FLAGS_FADE_SHIFT);
+ flags = (flags & ~INSTANCE_DATA_FLAGS_FADE_MASK) | (uint32_t(fade_alpha * 255.0) << INSTANCE_DATA_FLAGS_FADE_SHIFT);
+ if (p_render_list == RENDER_LIST_OPAQUE) {
// Setup GI
if (inst->lightmap_instance.is_valid()) {
int32_t lightmap_cull_index = -1;
@@ -1206,6 +1210,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.99f;
Size2i screen_size;
RID opaque_framebuffer;
@@ -1449,6 +1454,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
+ scene_state.ubo.opaque_prepass_threshold = 0.0f;
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
@@ -1632,6 +1638,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
render_data.render_info = p_render_info;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+ scene_state.ubo.opaque_prepass_threshold = 0.1f;
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
@@ -1718,6 +1725,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
_setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
@@ -1755,6 +1763,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
+ scene_state.ubo.opaque_prepass_threshold = 0.0f;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -1798,6 +1807,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = true;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 2ba9558128..7707d77296 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -257,7 +257,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float roughness_limiter_amount;
float roughness_limiter_limit;
- uint32_t roughness_limiter_pad[2];
+ float opaque_prepass_threshold;
+ uint32_t roughness_limiter_pad;
float sdf_to_bounds[16];
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 61f2031a70..768bd1de9d 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
@@ -650,6 +650,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+ actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index f23a386acf..445623fb86 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -483,6 +483,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.directional_light_count = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
// We can only use our full subpass approach if we're:
// - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE
@@ -793,7 +794,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (using_subpass_transparent) {
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -897,6 +898,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
render_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+ scene_state.ubo.opaque_prepass_threshold = 0.1;
_setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index);
@@ -978,6 +980,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
scene_state.ubo.dual_paraboloid_side = 0;
scene_state.ubo.material_uv2_mode = false;
+ scene_state.ubo.opaque_prepass_threshold = 0.0f;
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
@@ -1089,6 +1092,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
_update_render_base_uniform_set();
scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.opaque_prepass_threshold = 0.0;
RenderDataRD render_data;
render_data.cam_projection = p_cam_projection;
@@ -1447,13 +1451,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
}
// ADD Element
- if (p_pass_mode == PASS_MODE_COLOR) {
+ if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
#ifdef DEBUG_ENABLED
bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
#else
bool force_alpha = false;
#endif
- if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
+ if (!force_alpha && (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);
}
if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 74bfe16557..485d08b589 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -292,7 +292,8 @@ protected:
float roughness_limiter_amount;
float roughness_limiter_limit;
- uint32_t roughness_limiter_pad[2];
+ float opaque_prepass_threshold;
+ uint32_t roughness_limiter_pad;
// Fog
uint32_t fog_enabled;
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 5d5cb7a6b7..e6d9a60f94 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
@@ -637,6 +637,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+ actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
if (!force_lambert) {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 20982a466c..8e33610ae2 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -695,7 +695,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
@@ -1711,7 +1711,7 @@ void main() {
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index c8489f2137..be29cf4f58 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -208,7 +208,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float roughness_limiter_amount;
float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
+ float opaque_prepass_threshold;
+ uint roughness_limiter_pad;
mat4 sdf_to_bounds;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index b6fd89d912..e92fbecfd0 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -705,7 +705,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
@@ -1476,7 +1476,7 @@ void main() {
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index eb8fb49598..a9a4fce82a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -168,7 +168,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
mediump float roughness_limiter_amount;
mediump float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
+ mediump float opaque_prepass_threshold;
+ uint roughness_limiter_pad;
bool fog_enabled;
highp float fog_density;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index e338e526a0..7b4e2d34df 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -644,6 +644,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
+ scene_render->geometry_instance_set_transparency(geom->geometry_instance, instance->transparency);
if (instance->lightmap_sh.size() == 9) {
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
}
@@ -839,6 +840,8 @@ void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
+ instance->transparency = p_transparency;
+
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
scene_render->geometry_instance_set_transparency(geom->geometry_instance, p_transparency);
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index de22bc1328..2bfcfd462c 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -439,17 +439,18 @@ public:
RID self;
//scenario stuff
DynamicBVH::ID indexer_id;
- int32_t array_index;
+ int32_t array_index = -1;
int32_t visibility_index = -1;
- float visibility_range_begin;
- float visibility_range_end;
- float visibility_range_begin_margin;
- float visibility_range_end_margin;
+ float visibility_range_begin = 0.0f;
+ float visibility_range_end = 0.0f;
+ float visibility_range_begin_margin = 0.0f;
+ float visibility_range_end_margin = 0.0f;
RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
Instance *visibility_parent = nullptr;
Set<Instance *> visibility_dependencies;
- uint32_t visibility_dependencies_depth;
- Scenario *scenario;
+ uint32_t visibility_dependencies_depth = 0;
+ float transparency = 0.0f;
+ Scenario *scenario = nullptr;
SelfList<Instance> scenario_item;
//aabb stuff