Fix issue 74259 by setting the sky cover property back to nil when it is reset in the editor.

This commit is contained in:
Isard Botha 2023-03-29 19:20:56 +01:00
parent e4eac1c734
commit 74041e3705
No known key found for this signature in database
1 changed files with 15 additions and 6 deletions

View File

@ -74,8 +74,11 @@ float ProceduralSkyMaterial::get_sky_energy_multiplier() const {
void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {
sky_cover = p_sky_cover;
RID tex_rid = p_sky_cover.is_valid() ? p_sky_cover->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "sky_cover", tex_rid);
if (p_sky_cover.is_valid()) {
RS::get_singleton()->material_set_param(_get_material(), "sky_cover", p_sky_cover->get_rid());
} else {
RS::get_singleton()->material_set_param(_get_material(), "sky_cover", Variant());
}
}
Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const {
@ -365,8 +368,11 @@ ProceduralSkyMaterial::~ProceduralSkyMaterial() {
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
panorama = p_panorama;
RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid);
if (p_panorama.is_valid()) {
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", p_panorama->get_rid());
} else {
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", Variant());
}
}
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
@ -558,8 +564,11 @@ bool PhysicalSkyMaterial::get_use_debanding() const {
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
night_sky = p_night_sky;
RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid);
if (p_night_sky.is_valid()) {
RS::get_singleton()->material_set_param(_get_material(), "night_sky", p_night_sky->get_rid());
} else {
RS::get_singleton()->material_set_param(_get_material(), "night_sky", Variant());
}
}
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {