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Disable all sources of ambient light when ambient_light_disabled render mode is used

This commit is contained in:
clayjohn
2024-05-21 10:42:00 -07:00
parent aaa4560729
commit 6fbef0669d
3 changed files with 28 additions and 27 deletions

View File

@@ -1310,6 +1310,8 @@ void fragment_shader(in SceneData scene_data) {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef AMBIENT_LIGHT_DISABLED
if (scene_data.use_reflection_cubemap) {
#ifdef LIGHT_ANISOTROPY_USED
// https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
@@ -1397,14 +1399,15 @@ void fragment_shader(in SceneData scene_data) {
#endif //USE_RADIANCE_CUBEMAP_ARRAY
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
}
#endif
#endif // LIGHT_CLEARCOAT_USED
#endif // !AMBIENT_LIGHT_DISABLED
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
/// GI ///
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef AMBIENT_LIGHT_DISABLED
#ifdef USE_LIGHTMAP
//lightmap
@@ -1698,9 +1701,6 @@ void fragment_shader(in SceneData scene_data) {
//finalize ambient light here
{
#if defined(AMBIENT_LIGHT_DISABLED)
ambient_light = vec3(0.0, 0.0, 0.0);
#else
ambient_light *= albedo.rgb;
ambient_light *= ao;
@@ -1713,15 +1713,14 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
}
#endif // AMBIENT_LIGHT_DISABLED
}
#endif // AMBIENT_LIGHT_DISABLED
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
#ifndef AMBIENT_LIGHT_DISABLED
{
#if defined(DIFFUSE_TOON)
//simplify for toon, as
@@ -1743,6 +1742,7 @@ void fragment_shader(in SceneData scene_data) {
#endif
}
#endif // !AMBIENT_LIGHT_DISABLED
#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#if !defined(MODE_RENDER_DEPTH)