Merge pull request #51155 from Chaosus/shader_fix_specular_mode

Fix a default shader specular render mode to `SCHLICK_GGX`
This commit is contained in:
Rémi Verschelde 2021-08-09 08:13:47 +02:00 committed by GitHub
commit 85399a9170
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 12 additions and 11 deletions

View File

@ -1648,19 +1648,10 @@ void VisualShader::_update_shader() const {
{
//fill render mode enums
int idx = 0;
bool specular = false;
while (render_mode_enums[idx].string) {
if (shader_mode == render_mode_enums[idx].mode) {
if (shader_mode == Shader::MODE_SPATIAL) {
if (String(render_mode_enums[idx].string) == "specular") {
specular = true;
}
}
if (modes.has(render_mode_enums[idx].string) || specular) {
int which = 0;
if (modes.has(render_mode_enums[idx].string)) {
which = modes[render_mode_enums[idx].string];
}
if (modes.has(render_mode_enums[idx].string)) {
int which = modes[render_mode_enums[idx].string];
int count = 0;
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];

View File

@ -466,6 +466,11 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
#include "scene_forward_lights_inc.glsl"
#include "scene_forward_gi_inc.glsl"

View File

@ -491,6 +491,11 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
#include "scene_forward_lights_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)