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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedThis issue requires design work to think about how it would best be accomplishedX-UncontroversialThis work is generally agreed uponThis work is generally agreed upon
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What problem does this solve or what need does it fill?
I am using bevy_materialize and i have trees whose leaves have a material defined in Toml.
type = "DoodadMaterial"
[material.base]
base_color_texture="/textures/material_overrides/nature/MeadowFoliageAtlas.png"
base_color = { LinearRgba = [0.33,0.55,0.22,1.0] }
perceptual_roughness= 0.9
uv_transform = { texture_subset_dimensions = { offset = [0,0], dimensions = [512, 512], base_texture_dimensions = [2048,2048] } }
double_sided= true
alpha_mode= {Mask = 0.5 }
[material.extension.custom_uniforms]
uv_input_scale= 1.0
At this point, the leaves have a cull_mode of BACK which absolutely sucks because it means my leaves dont show two-sided properly.
What solution would you like?
#[reflect(ignore, clone)]
pub cull_mode: Option<Face>,
Please make cull_mode not be ignored by reflect, allow it to be serialized and deserialized. !
Alternatively, make cull_mode be forced to NONE when double_sided is true.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedThis issue requires design work to think about how it would best be accomplishedX-UncontroversialThis work is generally agreed uponThis work is generally agreed upon