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Add a shadow opacity property to Light3D #61893

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merged 1 commit into from
Aug 7, 2022

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Calinou
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@Calinou Calinou commented Jun 10, 2022

This can be used to make shadows translucent for a specific light. Performance seems to be identical from before, both with shadows enabled and disabled. This is a partial reimplementation of the shadow_color property, which had to be removed for optimization reasons.

The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0.

@Calinou Calinou added this to the 4.0 milestone Jun 10, 2022
@Calinou Calinou force-pushed the light3d-add-shadow-opacity branch 2 times, most recently from 3b67f19 to 63f1805 Compare June 14, 2022 15:45
@Calinou Calinou marked this pull request as ready for review June 14, 2022 15:45
@Calinou Calinou requested review from a team as code owners June 14, 2022 15:45
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Calinou commented Jun 14, 2022

I fixed shadow fade, it now works (tested with both OmniLight3D and SpotLight3D).

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reduz commented Aug 6, 2022

Seems ok save for the comment I made. Needs rebase.

This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
@Calinou Calinou force-pushed the light3d-add-shadow-opacity branch from 63f1805 to baaa750 Compare August 7, 2022 09:06
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Calinou commented Aug 7, 2022

Rebased (with suggestion applied) and tested again, it works as expected on all light types.

@akien-mga akien-mga dismissed reduz’s stale review August 7, 2022 09:57

Changes done.

@akien-mga akien-mga merged commit 428aed8 into godotengine:master Aug 7, 2022
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Thanks!

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3 participants