Fix shadows not casted by async hidden materials

This commit is contained in:
Pedro J. Estébanez 2022-06-26 21:21:07 +02:00
parent 928c488888
commit a46da9311e
1 changed files with 1 additions and 1 deletions

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@ -2325,7 +2325,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || ((has_base_alpha || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) { if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || ((has_base_alpha || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) {
return; //bye return; //bye
} }
if (!p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) { if (!p_shadow_pass && !p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) {
// The shader is not guaranteed to be able to render (i.e., a not yet ready async hidden one); // The shader is not guaranteed to be able to render (i.e., a not yet ready async hidden one);
// skip depth rendering because otherwise we risk masking out pixels that won't get written to at the actual render pass // skip depth rendering because otherwise we risk masking out pixels that won't get written to at the actual render pass
return; return;