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Fix missed light clusters when inside clipped lights
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b18942d429
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605fdb655c
@ -62,15 +62,17 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
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defines = "\n#define USE_ATTACHMENT\n";
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}
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RD::PipelineRasterizationState rasterization_state;
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rasterization_state.enable_depth_clamp = true;
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Vector<String> versions;
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versions.push_back("");
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cluster_render.cluster_render_shader.initialize(versions, defines);
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cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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RD::PipelineMultisampleState ms;
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ms.sample_count = RD::TEXTURE_SAMPLES_4;
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), blend_state, 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, ms, RD::PipelineDepthStencilState(), blend_state, 0);
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}
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{
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Vector<String> versions;
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