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Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode

This commit is contained in:
clayjohn
2024-09-09 18:33:19 -03:00
parent aa8d9b83f6
commit 9320865796
6 changed files with 40 additions and 28 deletions

View File

@@ -2211,6 +2211,10 @@ void fragment_shader(in SceneData scene_data) {
continue; //not masked
}
if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
continue; // Statically baked light and object uses lightmap, skip
}
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
#ifndef SHADOWS_DISABLED