Add ability to set material and shadow blend modes separate from one another #9261
catboy-catfish
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3D
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This is already possible by using two MeshInstance3D nodes with the same mesh, at the same position:
In the shadow pass (
4.3 is nearing feature freeze, so any new features that need a significant amount of work like this will be for 4.4 at the earliest. |
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I just had this idea for creating realistic(ish) transparent surfaces with transparent shadows.
The idea is that we use normal alpha blending for the surface itself, but use hashing and/or dithering for its shadows, however I don't think I can pull this off in Godot 4.21 Stable right now. I could just make a fork and try to implement this myself, but I'm not smart yet.
Right now I have this custom glass shader I did which uses Depth Prepass for the shadows. The surface looks great. The shadows look fine but not as good as they could be.
Best I can use is Hash blending, which does the shadows beautifully but it makes the surface look terrible.
TAA can reduce the grain/artifacts, but not completely so. It also creates new ghosting artifacts due to its temporal nature.
This is my feature request: add an ability to set the shadow's blending mode separately from the surface's. Blender EEVEE is capable of doing this, and I've heard Unity takes a similar approach. Right now I'm using version 4.2.1 Stable and I'll likely stick to that until a stable version of something like 4.3 is released. Maybe you could add this to 4.3 stable or in the meantime.
Thank you
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