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A-RenderingDrawing game state to the screenDrawing game state to the screenC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to use
Description
What problem does this solve or what need does it fill?
Transparent StandardMaterial meshes are being rendered in shadow caster passes whenever base_color.a > 0.05
What solution would you like?
Either make the 0.05 configurable, or make it a per-material option on whether shadows are cast or not. Perhaps a flag for both cast/receive.
What alternative(s) have you considered?
Using NotShadowCaster. Its annoying because it doesnt stay synchronized to the material.
Transparent shadow maps: https://wickedengine.net/2018/01/18/easy-transparent-shadow-maps/
Additional context
0.05 cutoff was added here #7784 (comment)
superdump
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to use