Merge pull request #60407 from JFonS/fix_color_pass_lm
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fbfecc1dea
@ -555,10 +555,21 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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}
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}
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valid_color_pass_pipelines.insert(0);
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valid_color_pass_pipelines.insert(0);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
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valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
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material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs);
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material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs);
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material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs);
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