diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 6abf41a76fc..914ca258996 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -256,6 +256,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false; } + bool depth_pre_pass_enabled = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")); for (int i = 0; i < CULL_VARIANT_MAX; i++) { RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = { @@ -307,8 +308,16 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { continue; } - RD::PipelineColorBlendState blend_state; RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; + if (depth_pre_pass_enabled && casts_shadows()) { + // We already have a depth from the depth pre-pass, there is no need to write it again. + // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL. + // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts. + depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL; + depth_stencil.enable_depth_write = false; + } + + RD::PipelineColorBlendState blend_state; RD::PipelineMultisampleState multisample_state; int shader_flags = 0;