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).
This commit is contained in:
Arman Elgudzhyan 2023-06-03 07:56:47 -07:00
parent 543750a1b3
commit 7bcc849143
1 changed files with 2 additions and 0 deletions

View File

@ -1699,6 +1699,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
scene_state.used_normal_texture) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
} else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER || scene_state.used_normal_texture) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
switch (depth_pass_mode) {