godot/servers/rendering/renderer_rd/forward_clustered
Hugo Locurcio 562613ac37
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.

(cherry picked from commit 26a220bd31)
2024-03-12 00:38:27 +01:00
..
render_forward_clustered.cpp Store ArrayMesh path in RenderingServer for use in error messages 2024-03-11 15:00:43 +01:00
render_forward_clustered.h Use default samplers in base uniform set when rendering to reflection probes 2023-11-07 17:46:05 +01:00
scene_shader_forward_clustered.cpp Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals 2024-03-12 00:38:27 +01:00
scene_shader_forward_clustered.h Enhance checks and user experience around tangents. 2023-11-01 22:40:42 +01:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00