You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
This commit is contained in:
@@ -264,7 +264,7 @@ ALBEDO = vec3(1.0);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
|
||||
uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
|
||||
|
||||
volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user