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Implement blend_disabled
render mode for Spatial shaders
#3598
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blend_disabled
render mode for Spatial shaders
Just ran into this problem while trying to render floats to RGBA (8 bits of the 32-bit float per channel) using a |
There are several PRs aiming to address this:
However, none are currently in a mergeable state. |
Is there a way to help contribute to getting the PRs merged? I would love this feature to make it into 4.2 or 4.3. |
4.2 is in feature freeze, so the earliest version this feature can be integrated in is 4.3 now. Rendering code has changed significantly since I made godotengine/godot#51711, so that PR would need to be redone from scratch at this point. That said, there are concerns that features like #7916 may make this feature obsolete (as disabling alpha rendering is mostly a hack to use spatial shaders as buffers). |
Describe the project you are working on
A 3D painting application.
Describe the problem or limitation you are having in your project
While porting a 2D shader to 3D, I found that spatial shaders don't have a way of removing opacity other than
blend_sub
, which doesn't work in my case.Describe the feature / enhancement and how it helps to overcome the problem or limitation
The spatial blend mode
blend_disabled
would work like in 2D, replacing both the albedo and alpha.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
If this enhancement will not be used often, can it be worked around with a few lines of script?
It can be worked around by using two shaders, one for adding and one for subtracting, but that gets messy very fast.
Is there a reason why this should be core and not an add-on in the asset library?
The shader language is core.
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