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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2023-01-12 00:55:10 +0100 |
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committer | GitHub <noreply@github.com> | 2023-01-12 00:55:10 +0100 |
commit | 201673ecd8d8d6baba67f1db5120a3565640f9bd (patch) | |
tree | 673df6d1ab5d077ba2d80644880f5ac50a562301 /servers/rendering | |
parent | 11449e10798e3e817843e2e15e6010689a3ee2ac (diff) | |
parent | e5abca4990da89bb11b4837d23da9a13f44fd485 (diff) |
Merge pull request #71124 from clayjohn/forward-prepass
Only disable depth writing in opaque pipelines
Diffstat (limited to 'servers/rendering')
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 9117320eab..4afa69c9df 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -309,14 +309,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; - if (depth_pre_pass_enabled && casts_shadows() && !uses_depth_prepass_alpha) { - // We already have a depth from the depth pre-pass, there is no need to write it again. - // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL. - // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts. - // This cannot be used with depth_prepass_alpha as it uses a different threshold during the depth-prepass and regular drawing. - depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL; - depth_stencil.enable_depth_write = false; - } RD::PipelineColorBlendState blend_state; RD::PipelineMultisampleState multisample_state; @@ -338,6 +330,14 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } else { blend_state = blend_state_color_opaque; + if (depth_pre_pass_enabled) { + // We already have a depth from the depth pre-pass, there is no need to write it again. + // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL. + // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts. + depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL; + depth_stencil.enable_depth_write = false; + } + if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) { shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR; } |