Properly set TIME shader uniform when rendering shadows

This commit is contained in:
clayjohn 2022-11-12 10:51:02 -08:00
parent 340fb33e54
commit aaaa4b8d68
2 changed files with 4 additions and 0 deletions

View File

@ -2311,6 +2311,8 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
scene_data.lod_distance_multiplier = p_lod_distance_multiplier; scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1f; scene_data.opaque_prepass_threshold = 0.1f;
scene_data.time = time;
scene_data.time_step = time_step;
RenderDataRD render_data; RenderDataRD render_data;
render_data.scene_data = &scene_data; render_data.scene_data = &scene_data;

View File

@ -1269,6 +1269,8 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
scene_data.lod_distance_multiplier = p_lod_distance_multiplier; scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1; scene_data.opaque_prepass_threshold = 0.1;
scene_data.time = time;
scene_data.time_step = time_step;
RenderDataRD render_data; RenderDataRD render_data;
render_data.scene_data = &scene_data; render_data.scene_data = &scene_data;