Fix disabling depth prepass breaks opaque material
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@ -3375,8 +3375,8 @@ void RenderingServer::init() {
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GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
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GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
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GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);
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GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);
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GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
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GLOBAL_DEF_RST("rendering/driver/depth_prepass/enable", true);
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GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
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GLOBAL_DEF_RST("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
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GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
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GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Faster),4× (Fast),8× (Average),16× (Slow)")), 2);
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GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Faster),4× (Fast),8× (Average),16× (Slow)")), 2);
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