Table of Contents

Enum GeometryInstance3D.VisibilityRangeFadeModeEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum GeometryInstance3D.VisibilityRangeFadeModeEnum : long

Fields

Dependencies = 2

Will fade-in its visibility dependencies (see VisibilityParent) when reaching the limits of its own visibility range. This is slower than Disabled, but it can provide smoother transitions. The fading range is determined by VisibilityRangeBeginMargin and VisibilityRangeEndMargin.

Note: Only supported when using the Forward+ rendering method. When using the Mobile or Compatibility rendering method, this mode acts like Disabled but with hysteresis disabled.

Disabled = 0

Will not fade itself nor its visibility dependencies, hysteresis will be used instead. This is the fastest approach to manual LOD, but it can result in noticeable LOD transitions depending on how the LOD meshes are authored. See VisibilityRangeBegin and VisibilityParent for more information.

Self = 1

Will fade-out itself when reaching the limits of its own visibility range. This is slower than Disabled, but it can provide smoother transitions. The fading range is determined by VisibilityRangeBeginMargin and VisibilityRangeEndMargin.

Note: Only supported when using the Forward+ rendering method. When using the Mobile or Compatibility rendering method, this mode acts like Disabled but with hysteresis disabled.