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OccluderInstance3D baking does not ignore ShaderMaterials that are transparent #91030

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Tracked by #70533
Gamepro5 opened this issue Apr 22, 2024 · 0 comments
Open
Tracked by #70533

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@Gamepro5
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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

@Calinou Calinou changed the title OccluderInstance3D does not ignore ShaderMaterials that are transparent. OccluderInstance3D baking does not ignore ShaderMaterials that are transparent Apr 22, 2024
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