Split up MainPass3dNode #8089
Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
D-Trivial
Nice and easy! A great choice to get started with Bevy
Milestone
What problem does this solve or what need does it fill?
Upcoming render features want to optionally insert rendering logic in between the opaque/alpha/transparent phases.
What solution would you like?
Split MainPass3dNode into two separate nodes: opaque + alpha, and transparent.
Alternatives
Add user defined callbacks that run in between the passes, to keep everything in the same node, and reuse render passes.
Additional context
StandardMaterial
Light Transmission #8015The text was updated successfully, but these errors were encountered: