Merge pull request #50721 from tinmanjuggernaut/fix-alpha-ordering

[3.x] Fixes depth sorting of meshes with transparent textures
This commit is contained in:
Rémi Verschelde 2021-07-22 08:53:30 +02:00 committed by GitHub
commit 0c1d52f897
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -2547,9 +2547,6 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
geom->gi_probes_dirty = false;
}
Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
ins->depth = near_plane.distance_to(aabb_center);
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
if (!keep) {
@ -2698,6 +2695,17 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
}
// Calculate instance->depth from the camera, after shadow calculation has stopped overwriting instance->depth
for (int i = 0; i < instance_cull_count; i++) {
Instance *ins = instance_cull_result[i];
if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
ins->depth = near_plane.distance_to(aabb_center);
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
}
}
void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {