Hi - I have a material for my 3D characters to allow them to fade out with transparency without artifact - learned from this video:
Mark Mckay - Turning a Character Invisible in Godot
(Material has first pass that is depth only, and then next pass has texture information)
I’m keeping these materials unshaded - despite having unshaded material - I’m still able to tween the emission property on them to get them to glow. But that has stopped working now that they are in a next pass. I am correctly getting the next_pass material - but changing the emission doesn’t work now.
Any advice on how I can A) keep these characters unshaded B) employ transparency without artifact and C) change their emission values as well?
A) My Characters have an unshaded material on them under their meshinstance3D as desired.
B) When I want to “flash” them for receiving damage - I apply an overlay material on their GeometryInstance3D - albedo is set to white (alpha = 0), emission on, I apply the emission color, tween the albedo to full transparency, then turn it back off, and remove the overlay material. Does damage flash on unit.
C) When I want to fade the character out - I apply the material from Mark Mckays Youtube video as an Override material on the geometry instance 3D and then tween its albedo to have smooth fade out without artifact.