only render depth with alpha prepass on prepass
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@ -1093,7 +1093,7 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto
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////////////////////////////
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////////////////////////////
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bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) {
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bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass) {
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/* this is handled outside
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if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
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@ -1121,7 +1121,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) {
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switch (p_material->shader->spatial.depth_draw_mode) {
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case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: {
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glDepthMask(GL_TRUE);
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glDepthMask(p_depth_pass);
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// If some transparent objects write to depth, we need to re-copy depth texture when we need it
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if (p_alpha_pass && !state.used_depth_prepass) {
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state.prepared_depth_texture = false;
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@ -2241,7 +2241,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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storage->info.render.material_switch_count++;
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rebind = _setup_material(material, p_alpha_pass);
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rebind = _setup_material(material, use_opaque_prepass, p_alpha_pass);
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if (rebind) {
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storage->info.render.shader_rebind_count++;
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@ -832,7 +832,7 @@ public:
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_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass);
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass);
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_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
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_FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
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