Configurable StandardMaterial shadowcaster behavior #10634
Labels
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
What problem does this solve or what need does it fill?
Transparent
StandardMaterial
meshes are being rendered in shadow caster passes wheneverbase_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)
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