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Configurable StandardMaterial shadowcaster behavior #10634

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atlv24 opened this issue Nov 18, 2023 · 1 comment
Open

Configurable StandardMaterial shadowcaster behavior #10634

atlv24 opened this issue Nov 18, 2023 · 1 comment
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A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use

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@atlv24
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atlv24 commented Nov 18, 2023

What problem does this solve or what need does it fill?

Transparent StandardMaterial meshes are being rendered in shadow caster passes whenever base_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)

@atlv24 atlv24 added C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Nov 18, 2023
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use and removed C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Nov 18, 2023
@superdump
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superdump commented Nov 20, 2023

Having a global default that is overridable by materials seems reasonable to me, a bit like the alpha mask threshold (though that doesn't really have a global default.)

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Labels
A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use
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