godot/servers/rendering/renderer_rd/forward_clustered
JFonS c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
..
render_forward_clustered.cpp Implement distance fade and transparency 2021-10-25 11:39:34 +02:00
render_forward_clustered.h Implement distance fade and transparency 2021-10-25 11:39:34 +02:00
scene_shader_forward_clustered.cpp Implement distance fade and transparency 2021-10-25 11:39:34 +02:00
scene_shader_forward_clustered.h Implement distance fade and transparency 2021-10-25 11:39:34 +02:00
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