Avoid default fallback material when using world_vertex_coords
#82886
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Outdated suggestions cannot be applied.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.
This avoids z-fighting between the opaque shader and the depth prepass shader
I noticed this bug while looking at #82311
Edit: Fixes: #80917
Weirdly enough we already had the
uses_world_coordinates
property available, it just wasn't used at all, or set to the correct value.Using the MRP from #82311
Before
After