Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
4.0
Fernando Cosentino2021-09-25 19:40:26 +07:00committed byRémi Verschelde
Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_overlay].