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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)
This commit is contained in:
committed by
Rémi Verschelde
parent
51d7ffde6d
commit
562613ac37
@@ -1092,12 +1092,19 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
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PagedArray<RID> empty;
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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render_data.lights = ∅
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render_data.reflection_probes = ∅
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render_data.voxel_gi_instances = ∅
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}
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
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get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
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get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
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get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
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render_data.decals = ∅
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}
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Color clear_color;
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if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
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clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
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