From 281e0e6a5bae7165185ed32c65a96b16bfd621ce Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 15 Mar 2024 18:57:31 +0100 Subject: [PATCH] Allow BaseMaterial3D height/dither fade to work with Compatibility rendering Compatibility is based on OpenGL ES 3.0, so the height shader (including deep parallax) and distance fade dither modes work just fine with no adjustments required. --- scene/resources/material.cpp | 18 ++++++++---------- 1 file changed, 8 insertions(+), 10 deletions(-) diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 65b97acabfd..b2567e431b2 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -1337,7 +1337,7 @@ void fragment() {)"; } // Heightmapping isn't supported at the same time as triplanar mapping. - if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { + if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { // Binormal is negative due to mikktspace. Flipping it "unflips" it. code += R"( { @@ -1637,21 +1637,20 @@ void fragment() {)"; // Use the slightly more expensive circular fade (distance to the object) instead of linear // (Z distance), so that the fade is always the same regardless of the camera angle. if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { - if (!RenderingServer::get_singleton()->is_low_end()) { - code += "\n {"; + code += "\n {"; - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += R"( + if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { + code += R"( // Distance Fade: Object Dither float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3])); )"; - } else { - code += R"( + } else { + code += R"( // Distance Fade: Pixel Dither float fade_distance = length(VERTEX); )"; - } - code += R"( + } + code += R"( // Use interleaved gradient noise, which is fast but still looks good. const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189); float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0); @@ -1661,7 +1660,6 @@ void fragment() {)"; } } )"; - } } else { code += R"( // Distance Fade: Pixel Alpha