Make the occlusion culling debug draw mode draw a translucent overlay #79733
+37
−6
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This allows for easy, depth-aware navigation in the 3D editor while being able to view which meshes are occluders and which meshes aren't.
I've tested this change with both Forward+ and Mobile rendering methods. No Vulkan validation errors are reported when running with
--gpu-validation
on either rendering method. (The Compatibility rendering method currently doesn't support most debug draw modes, including the occlusion culling buffer. Occlusion culling itself does work though.)Thanks @myaaaaaaaaa for the help 🙂
Testing project: test_occlusion_culling_buffer.zip
Preview
The red overlay on the sides is more noticeable at a higher FOV, and wasn't introduced by this PR. Previously, it was rendered as a dark vignette. I'm not sure what's causing this.