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According to @Calinou, the OccluderInstance3D only checks for if a SurfaceMaterial has the transparency flag. Instead it should read the cull mode defined in the Shader, which should be even easier to read, according to him.
Calinou
changed the title
OccluderInstance3D does not ignore ShaderMaterials that are transparent.
OccluderInstance3D baking does not ignore ShaderMaterials that are transparent
Apr 22, 2024
Tested versions
4.2.2-stable
System information
Windows 10 (I don't think this matters at all)
Issue description
According to @Calinou, the OccluderInstance3D only checks for if a SurfaceMaterial has the transparency flag. Instead it should read the cull mode defined in the Shader, which should be even easier to read, according to him.
This should also be applied to the Lightmapper.
CC @Calinou @clayjohn
Steps to reproduce
Create a MeshInstance3D with the shader included as the MRP as the material. Observe as it fails to be ignored by the OccluderInstance3D
Minimal reproduction project (MRP)
glass.zip
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