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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2023-01-16 22:30:54 +0100 |
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committer | GitHub <noreply@github.com> | 2023-01-16 22:30:54 +0100 |
commit | 0ddd9c3e8f9088fa139e25b2903289d727073e12 (patch) | |
tree | 41ad476d0913ce45820612e8fab08fee4a4e0a2a /servers | |
parent | ecfd57026e9939b6cd8197eaf06c945317f5359f (diff) | |
parent | 8b3db6e9cee2cf602540476b4d2d3cd5094a4ce8 (diff) |
Merge pull request #71526 from clayjohn/RD-sun-scatter
Properly initialize directional_light_count in RD sky shaders
Diffstat (limited to 'servers')
-rw-r--r-- | servers/rendering/renderer_rd/environment/sky.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 863e8d6c15..7e02f98ce9 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1085,8 +1085,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con sky->reflection.dirty = true; } + sky_scene_state.ubo.directional_light_count = 0; if (shader_data->uses_light) { - sky_scene_state.ubo.directional_light_count = 0; // Run through the list of lights in the scene and pick out the Directional Lights. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass |