use a composite add shader#123
Open
thibaudteil wants to merge 2 commits into
Open
Conversation
1b9daed to
01e972a
Compare
added 2 commits
June 29, 2026 21:16
multiple bodies, occlusion
01e972a to
e725cd9
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description
In order to get multiple passes of the distant object shader to not wipe out the main rasterized image, this PR adds a composite add shader.
Verification
Tests pass, complex protos show the main target when up close
Documentation
None
Future work
None