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Merge pull request #89253 from Calinou/debug-draw-modes-ignore-decals-2
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
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commit
f8140a4e9a
@ -4075,7 +4075,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
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scene_globals.default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(scene_globals.default_shader);
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material_storage->shader_set_code(scene_globals.default_shader, R"(
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// Default 3D material shader.
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// Default 3D material shader (Compatibility).
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shader_type spatial;
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@ -4100,11 +4100,11 @@ void fragment() {
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scene_globals.overdraw_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(scene_globals.overdraw_shader);
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material_storage->shader_set_code(scene_globals.overdraw_shader, R"(
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// 3D editor Overdraw debug draw mode shader.
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// 3D editor Overdraw debug draw mode shader (Compatibility).
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shader_type spatial;
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render_mode blend_add, unshaded;
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render_mode blend_add, unshaded, fog_disabled;
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 0.8);
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@ -737,7 +737,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(default_shader);
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material_storage->shader_set_code(default_shader, R"(
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// Default 3D material shader (clustered).
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// Default 3D material shader (Forward+).
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shader_type spatial;
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@ -768,11 +768,11 @@ void fragment() {
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material_storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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material_storage->shader_set_code(overdraw_material_shader, R"(
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// 3D editor Overdraw debug draw mode shader (clustered).
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// 3D editor Overdraw debug draw mode shader (Forward+).
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shader_type spatial;
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render_mode blend_add, unshaded;
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render_mode blend_add, unshaded, fog_disabled;
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 0.8);
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@ -792,11 +792,11 @@ void fragment() {
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debug_shadow_splits_material_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(debug_shadow_splits_material_shader);
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material_storage->shader_set_code(debug_shadow_splits_material_shader, R"(
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// 3D debug shadow splits mode shader(mobile).
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// 3D debug shadow splits mode shader (Forward+).
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shader_type spatial;
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render_mode debug_shadow_splits;
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render_mode debug_shadow_splits, fog_disabled;
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void fragment() {
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ALBEDO = vec3(1.0, 1.0, 1.0);
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@ -641,7 +641,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(default_shader);
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material_storage->shader_set_code(default_shader, R"(
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// Default 3D material shader (mobile).
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// Default 3D material shader (Mobile).
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shader_type spatial;
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@ -671,11 +671,11 @@ void fragment() {
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material_storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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material_storage->shader_set_code(overdraw_material_shader, R"(
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// 3D editor Overdraw debug draw mode shader (mobile).
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// 3D editor Overdraw debug draw mode shader (Mobile).
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shader_type spatial;
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render_mode blend_add, unshaded;
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render_mode blend_add, unshaded, fog_disabled;
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 0.8);
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@ -696,11 +696,11 @@ void fragment() {
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material_storage->shader_initialize(debug_shadow_splits_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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material_storage->shader_set_code(debug_shadow_splits_material_shader, R"(
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// 3D debug shadow splits mode shader(mobile).
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// 3D debug shadow splits mode shader (Mobile).
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shader_type spatial;
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render_mode debug_shadow_splits;
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render_mode debug_shadow_splits, fog_disabled;
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void fragment() {
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ALBEDO = vec3(1.0, 1.0, 1.0);
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@ -1153,12 +1153,19 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
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PagedArray<RID> empty;
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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render_data.lights = ∅
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render_data.reflection_probes = ∅
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render_data.voxel_gi_instances = ∅
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}
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
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get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW ||
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get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING ||
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get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
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render_data.decals = ∅
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}
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Color clear_color;
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if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
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clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
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