Add Transparent Lighting Modes for material with option to use non-directional shading
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@@ -18,6 +18,7 @@ namespace FlaxEngine
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UsageFlags = MaterialUsageFlags.None,
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FeaturesFlags = MaterialFeaturesFlags.None,
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DecalBlendingMode = MaterialDecalBlendingMode.Translucent,
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TransparentLightingMode = MaterialTransparentLightingMode.SurfaceNonDirectional,
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PostFxLocation = MaterialPostFxLocation.AfterPostProcessingPass,
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MaskThreshold = 0.3f,
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OpacityThreshold = 0.12f,
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@@ -61,6 +62,7 @@ namespace FlaxEngine
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&& UsageFlags == other.UsageFlags
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&& FeaturesFlags == other.FeaturesFlags
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&& DecalBlendingMode == other.DecalBlendingMode
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&& TransparentLightingMode == other.TransparentLightingMode
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&& PostFxLocation == other.PostFxLocation
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&& Mathf.NearEqual(MaskThreshold, other.MaskThreshold)
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&& Mathf.NearEqual(OpacityThreshold, other.OpacityThreshold)
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@@ -86,6 +88,7 @@ namespace FlaxEngine
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hashCode = (hashCode * 397) ^ (int)FeaturesFlags;
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hashCode = (hashCode * 397) ^ (int)PostFxLocation;
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hashCode = (hashCode * 397) ^ (int)DecalBlendingMode;
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hashCode = (hashCode * 397) ^ (int)TransparentLightingMode;
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hashCode = (hashCode * 397) ^ (int)(MaskThreshold * 1000.0f);
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hashCode = (hashCode * 397) ^ (int)(OpacityThreshold * 1000.0f);
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hashCode = (hashCode * 397) ^ (int)TessellationMode;
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