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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:
Dario
2023-09-05 11:41:57 -03:00
parent 8449592d92
commit 9b91750fb1
13 changed files with 241 additions and 299 deletions

View File

@@ -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);
}