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Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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@@ -3237,7 +3237,7 @@ void SceneShaderData::set_code(const String &p_code) {
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uses_alpha = false;
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uses_alpha_clip = false;
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uses_blend_alpha = false;
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uses_depth_pre_pass = false;
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uses_depth_prepass_alpha = false;
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uses_discard = false;
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uses_roughness = false;
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uses_normal = false;
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@@ -3288,7 +3288,7 @@ void SceneShaderData::set_code(const String &p_code) {
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// Use alpha clip pipeline for alpha hash/dither.
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// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
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actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
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actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
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@@ -3398,7 +3398,7 @@ bool SceneShaderData::casts_shadows() const {
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bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
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bool has_alpha = has_base_alpha || uses_blend_alpha;
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return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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}
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RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
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