Only include emission when enabled in material during VoxelGI bake
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@ -346,25 +346,29 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
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} else {
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mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
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}
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if (mat->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
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Ref<Texture2D> emission_tex = mat->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
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Ref<Texture2D> emission_tex = mat->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
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Color emission_col = mat->get_emission();
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float emission_energy = mat->get_emission_energy_multiplier() * exposure_normalization;
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if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
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emission_energy *= mat->get_emission_intensity();
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}
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Color emission_col = mat->get_emission();
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float emission_energy = mat->get_emission_energy_multiplier() * exposure_normalization;
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if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
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emission_energy *= mat->get_emission_intensity();
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}
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Ref<Image> img_emission;
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Ref<Image> img_emission;
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if (emission_tex.is_valid()) {
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img_emission = emission_tex->get_image();
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}
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if (emission_tex.is_valid()) {
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img_emission = emission_tex->get_image();
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}
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if (mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_ADD) {
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mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
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if (mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_ADD) {
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mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
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} else {
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mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
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}
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} else {
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mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
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Ref<Image> empty;
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mc.emission = _get_bake_texture(empty, Color(0, 0, 0), Color(0, 0, 0));
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}
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} else {
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