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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-14 11:08:35 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-14 11:08:35 +0100 |
commit | 63cded6a857158bbee405d177a711c9e55f002ba (patch) | |
tree | 02bcc55c2156933981d12e4aea9c34a10a5b0b2c /drivers | |
parent | 1b3ed1b3baa442c090981e3880f15d68d44bfbf3 (diff) | |
parent | 5d9e996f682e4d6c54c0cdce06d68abb2fb4193f (diff) |
Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipeline
Use opaque rendering pipeline for alpha hash materials
Diffstat (limited to 'drivers')
-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 6748eb3676..2d6a793c9e 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -3358,6 +3358,9 @@ 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; |