Add MeshInstance.shaderPassMask to control shader pass participation#8852
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Adds a per-mesh-instance bitmask controlling which shader passes a mesh instance is rendered in. Bit N enables the mesh in shader pass index N, defaulting to 0xFFFFFFFF (all passes). The forward renderer skips a mesh instance in a pass when its bit is cleared. Enables, for example, rendering a mesh into the depth prepass (feeding effects such as Depth of Field) while excluding it from the forward color pass, so it contributes depth without being visible. Docs are cross-linked with CameraComponent.setShaderPass for use with custom shader passes.
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Adds a per-mesh-instance bitmask controlling which shader passes a mesh instance is rendered in.
Changes:
MeshInstance.shaderPassMaskproperty (defaults to0xFFFFFFFF, all passes). Bit N enables the mesh instance in shader pass index N.MeshInstance#shaderPassMaskandCameraComponent#setShaderPass, so the custom pass index returned bysetShaderPasscan be used directly in the mask.API Changes:
MeshInstance.shaderPassMask(number, public).A primary use case: render a mesh into the depth prepass (feeding effects such as Depth of Field) while excluding it from the forward color pass, so it contributes depth without being visible. Also supports including/excluding meshes from custom camera shader passes.