Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
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@@ -789,6 +789,7 @@ Ref<Material> SceneTree::get_debug_paths_material() {
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_debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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_debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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_debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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_debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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_debug_material->set_albedo(get_debug_paths_color());
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debug_paths_material = _debug_material;
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@@ -808,6 +809,7 @@ Ref<Material> SceneTree::get_debug_collision_material() {
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line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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line_material->set_albedo(get_debug_collisions_color());
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collision_material = line_material;
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@@ -829,6 +831,7 @@ Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
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mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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mat->set_albedo(get_debug_collision_contact_color());
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Vector3 diamond[6] = {
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