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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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@@ -2378,7 +2378,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
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//material is only meant for alpha pass
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
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if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
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if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
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}
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@@ -2394,7 +2394,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
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SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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@@ -63,7 +63,7 @@ void SceneShaderForwardMobile::ShaderData::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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@@ -115,7 +115,7 @@ void SceneShaderForwardMobile::ShaderData::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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@@ -341,7 +341,7 @@ bool SceneShaderForwardMobile::ShaderData::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 SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
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@@ -114,7 +114,7 @@ public:
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bool uses_alpha = false;
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bool uses_blend_alpha = false;
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bool uses_alpha_clip = false;
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bool uses_depth_pre_pass = false;
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bool uses_depth_prepass_alpha = false;
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bool uses_discard = false;
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bool uses_roughness = false;
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bool uses_normal = false;
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