Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
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@ -1699,6 +1699,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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scene_state.used_normal_texture) {
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depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
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}
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} else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER || scene_state.used_normal_texture) {
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depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
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}
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switch (depth_pass_mode) {
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