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Fix material overlay overriding shadow casting logic
Material overlay should only cast a shadow if it can cast a shadow and the instance can cast a shadow
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@ -3862,7 +3862,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
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}
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if (p_instance->material_overlay.is_valid()) {
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can_cast_shadows = can_cast_shadows || RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
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can_cast_shadows = can_cast_shadows && RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
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is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
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_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay);
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}
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