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Avoid shading CanvasGroup nodes twice
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@ -8,6 +8,7 @@
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[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom [Shader] use the following:
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[codeblock]
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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@ -2684,6 +2684,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
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// Default CanvasGroup shader.
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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@ -2711,6 +2712,7 @@ void fragment() {
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// Default clip children shader.
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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@ -645,7 +645,7 @@ void main() {
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#ifdef MODE_LIGHT_ONLY
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color = vec4(0.0);
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#else
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#elif !defined(MODE_UNSHADED)
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color *= canvas_modulation;
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#endif
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@ -2634,6 +2634,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
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// Default CanvasGroup shader.
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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@ -2661,6 +2662,7 @@ void fragment() {
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// Default clip children shader.
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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