Avoid default fallback material when using world_vertex_coords
#82886
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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
