From 0c0723c659ffd77e6db96e855ca837caaf4b1c0e Mon Sep 17 00:00:00 2001 From: jsjtxietian Date: Fri, 15 Mar 2024 12:52:28 +0800 Subject: [PATCH] Fix shader compilation error when enabling texture MSDF and UV1 Triplanar at the same time --- scene/resources/material.cpp | 23 +++++++++++++++-------- 1 file changed, 15 insertions(+), 8 deletions(-) diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index b381096df80..0f438c84643 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -821,7 +821,18 @@ uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01); )"; } - if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && flags[FLAG_UV1_USE_TRIPLANAR]) { + String msg = "MSDF is not supported on triplanar materials. Ignoring MSDF in favor of triplanar mapping."; + if (textures[TEXTURE_ALBEDO].is_valid()) { + WARN_PRINT(vformat("%s (albedo %s): " + msg, get_path(), textures[TEXTURE_ALBEDO]->get_path())); + } else if (!get_path().is_empty()) { + WARN_PRINT(vformat("%s: " + msg, get_path())); + } else { + WARN_PRINT(msg); + } + } + + if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0); uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0); @@ -1270,7 +1281,7 @@ void vertex() {)"; code += "}\n"; - if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( float msdf_median(float r, float g, float b, float a) { return min(max(min(r, g), min(max(r, g), b)), a); @@ -1413,7 +1424,7 @@ void fragment() {)"; } } - if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) { + if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) { code += R"( { // Albedo Texture MSDF: Enabled @@ -1426,11 +1437,7 @@ void fragment() {)"; if (flags[FLAG_USE_POINT_SIZE]) { code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n"; } else { - if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n"; - } else { - code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n"; - } + code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n"; } code += R"( float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);