GLES2 Batching - Builtins prevent baking in unshaded shaders

Builtins that should prevent baking colors and vertex positions were incorrectly only active in shaders that were not unshaded. This was a terminology misunderstanding - unshaded materials can still use shaders so should have the same test to prevent baking.
This commit is contained in:
lawnjelly 2020-05-23 11:35:33 +01:00
parent 73b97e8f05
commit b95add2bfd
1 changed files with 1 additions and 1 deletions

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@ -2285,7 +2285,7 @@ bool RasterizerCanvasGLES2::try_join_item(Item *p_ci, RenderItemState &r_ris, bo
// does the shader contain BUILTINs which should break the batching?
bdata.joined_item_batch_flags = 0;
if (r_ris.shader_cache && !unshaded) {
if (r_ris.shader_cache) {
unsigned int and_flags = r_ris.shader_cache->canvas_item.batch_flags & (RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_COLOR_BAKING | RasterizerStorageGLES2::Shader::CanvasItem::PREVENT_VERTEX_BAKING);
if (and_flags) {