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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-06-10 11:09:17 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-06-10 11:14:04 +0200 |
commit | 5d9e996f682e4d6c54c0cdce06d68abb2fb4193f (patch) | |
tree | f4e77be1a36c53e8e006efe714323dea69079370 /drivers/gles3/storage | |
parent | efcf0d88e47f6c0dc18746da46bba70b3bfa1f2c (diff) |
Use opaque rendering pipeline for alpha hash materials
This has several benefits:
- Transparency sorting issues inherent to alpha blending no longer occur.
- Alpha hash materials can now cast shadows (also works with
GeometryInstance3D Transparency's property for alpha hash materials).
- Higher performance.
Diffstat (limited to 'drivers/gles3/storage')
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index fd50bdedbd..8799db6bc6 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -3234,6 +3234,9 @@ void SceneShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["ALPHA"] = &uses_alpha; actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; + // Use alpha clip pipeline for alpha hash/dither. + // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows. + actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip; actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; |