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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-27 16:38:52 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-28 14:46:20 +0200
commit8fc96fc51aa91d3c73c90401f73bcce58aca6153 (patch)
tree72884317cc6211c8aaee3b4ac76ddaf050d94f45 /scene/resources/material.cpp
parent92f75046378a63b46946e8acbd7c224f027ebfa5 (diff)
Print warning in StandardMaterial3D when height and triplanar are active
Using both height mapping and triplanar mapping isn't supported.
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r--scene/resources/material.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 7027319554..a68eb5702a 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -878,6 +878,20 @@ void BaseMaterial3D::_update_shader() {
code += "\tvec2 base_uv2 = UV2;\n";
}
+ if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
+ // Display both resource name and albedo texture name.
+ // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
+ // On the other hand, albedo textures are almost always external to the scene.
+ if (textures[TEXTURE_ALBEDO].is_valid()) {
+ WARN_PRINT(vformat("%s (albedo %s): Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path()));
+ } else if (!get_path().is_empty()) {
+ WARN_PRINT(vformat("%s: Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.", get_path()));
+ } else {
+ // Resource wasn't saved yet.
+ WARN_PRINT("Height mapping is not supported on triplanar materials. Ignoring height mapping in favor of triplanar mapping.");
+ }
+ }
+
if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
code += "\t{\n";
code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)