mirror of
https://github.com/godotengine/godot.git
synced 2025-12-08 06:09:55 +00:00
Fix opaque pre pass not casting shadows
This commit is contained in:
parent
89e1b302b5
commit
ad88979841
3 changed files with 8 additions and 2 deletions
|
|
@ -91,6 +91,7 @@ layout(std140) uniform SceneData { //ubo:0
|
|||
mediump float subsurface_scatter_width;
|
||||
mediump float ambient_occlusion_affect_light;
|
||||
mediump float ambient_occlusion_affect_ao_channel;
|
||||
mediump float opaque_prepass_treshold;
|
||||
|
||||
bool fog_depth_enabled;
|
||||
highp float fog_depth_begin;
|
||||
|
|
@ -679,6 +680,7 @@ layout(std140) uniform SceneData {
|
|||
mediump float subsurface_scatter_width;
|
||||
mediump float ambient_occlusion_affect_light;
|
||||
mediump float ambient_occlusion_affect_ao_channel;
|
||||
mediump float opaque_prepass_treshold;
|
||||
|
||||
bool fog_depth_enabled;
|
||||
highp float fog_depth_begin;
|
||||
|
|
@ -1690,9 +1692,10 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#ifdef USE_OPAQUE_PREPASS
|
||||
|
||||
if (alpha<0.99) {
|
||||
if (alpha<opaque_prepass_treshold) {
|
||||
discard;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_NORMALMAP)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue