godot/servers/rendering/renderer_rd/forward_clustered
clayjohn 51fd44318f Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader

(cherry picked from commit 04846c1d6d)
2023-10-24 19:00:16 +02:00
..
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
render_forward_clustered.cpp Avoid default fallback material when using world_vertex_coords 2023-10-24 19:00:16 +02:00
render_forward_clustered.h (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
scene_shader_forward_clustered.cpp Avoid default fallback material when using world_vertex_coords 2023-10-24 19:00:16 +02:00
scene_shader_forward_clustered.h Re-implement the PSSM_SPLITS debug option 2023-04-28 17:53:56 -07:00