Make 3D editor gizmos and debug shapes ignore fog

This makes them easier to see in their intended colors in scenes with fog.
This commit is contained in:
Hugo Locurcio
2023-09-27 00:45:57 +02:00
parent 251fb83d53
commit fcbf7011cc
15 changed files with 68 additions and 17 deletions

View File

@@ -789,6 +789,7 @@ Ref<Material> SceneTree::get_debug_paths_material() {
_debug_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
_debug_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
_debug_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
_debug_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
_debug_material->set_albedo(get_debug_paths_color());
debug_paths_material = _debug_material;
@@ -808,6 +809,7 @@ Ref<Material> SceneTree::get_debug_collision_material() {
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
@@ -829,6 +831,7 @@ Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {