Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
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@ -209,7 +209,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
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GLES3::SceneMaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_world_coordinates) {
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flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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@ -2893,6 +2893,7 @@ void SceneShaderData::set_code(const String &p_code) {
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actions.render_mode_flags["unshaded"] = &unshaded;
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actions.render_mode_flags["wireframe"] = &wireframe;
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actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
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actions.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates;
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actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
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@ -3639,7 +3639,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size && !p_material->shader_data->uses_world_coordinates) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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@ -105,6 +105,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.render_mode_flags["unshaded"] = &unshaded;
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actions.render_mode_flags["wireframe"] = &wireframe;
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actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
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actions.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates;
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actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
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@ -2426,7 +2426,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && !p_material->shader_data->uses_world_coordinates) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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@ -106,6 +106,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.render_mode_flags["unshaded"] = &unshaded;
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actions.render_mode_flags["wireframe"] = &wireframe;
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actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
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actions.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates;
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actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
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actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
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