IceSentry
IceSentry
I created this PR with my proposed changes to make the API non breaking while keeping the override feature https://github.com/bevyengine/bevy/pull/10023
So, I just learned that unity only applies the depth prepass to meshes that are also shadow caster. https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html should we also do this for the prepass? Or at least...
So, essentially that would result in the prepass being enabled for the StandardMaterial but disabled by default on any other material? Is it for the goal of having it enabled...
The way I see it, the PbrPlugin is essentially the StandardMaterialPlugin, so naming it standard_material_prepass feels a bit redundant to me. As for removing the PrepassSettings, I'm not sure how...
> it would have to be part of the material plugin? is it? Yes, it's part of the material plugin. To be more precise, it's a separate plugin, but it's...
Alright, based on that and what @robtfm said, I'll switch to using separate components for each prepass element and consider the presence of that component as enabling it. I don't...
@JMS55 the prepass is now enabled by default on all Materials and the PbrPlugin, so as long as the appropriate components are present everything should work. I also added the...
> One thing I thought of after having read through everything is that the standard material opaque/alpha mask main pass could also make use of the normals from the prepass...
bors try
bors try