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Show warning for GeometryInstance3D transparency in Mobile/Compatibility #87231
Show warning for GeometryInstance3D transparency in Mobile/Compatibility #87231
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This feature is currently only supported when using Forward+.
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I'd like to see this in 4.3 please :) I ran into this yet again the other day (in the guise of fade distance). |
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I think it would be quite easy to add this to both renderers. The code can be mostly copy-pasted from the Forward+ renderer, but let's add this for now to avoid confusing people
Thanks! |
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This is mostly a copy-paste of similar changes in the Forward+ renderer, as hinted in godotengine#76774 (comment) and godotengine#87231 (review), along with a tweak to the shader and pipeline model. The shader pipeline tweak involves distinguishing geometry instance-enabled transparency from material-enabled transparency. A material cannot support transparency on a per-instance level; a separate pipeline must be used when rendering. Originally in c571e4a this was a non-trivial refactoring in Forward+ (which in the past few years has evolved a few more times to account for the multitude of combinations allowed there). I opted to follow a similar sentiment to `SceneShaderForwardClustered::PipelineColorPassFlags` in a simpler `SceneShaderForwardMobile::PipelinePasses` enum, which only accounts for don't-care or opaque pipelines vs. color transparency-enabled ones. This multiplies the number of `PipelineCacheRD`s by two, but otherwise accomplishes the goals without adding unnecessary changes or shooting myself or others in the foot (I hope). BTW I also reorganized and removed some redundant checks in `RenderForwardClustered::_geometry_instance_add_surface_with_material` (since I was comparing this side-by-side with the `RenderForwardMobile` version, which seems better-organized). There is no functional change since `has_alpha` is the only variable used and includes all the checks anyway.
This feature is currently only supported when using Forward+.