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-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/scene.glsl6
-rw-r--r--scene/resources/material.cpp6
-rw-r--r--scene/resources/material.h3
-rw-r--r--servers/visual/shader_types.cpp2
5 files changed, 16 insertions, 2 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 1f3b76f5cd..eb8d6c485b 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -911,6 +911,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
/* PARTICLES SHADER */
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index d3644bffdd..f5481c597c 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1206,6 +1206,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
float omni_attenuation = pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w );
vec3 light_attenuation = vec3(omni_attenuation);
+#if !defined(SHADOWS_DISABLED)
if (omni_lights[idx].light_params.w>0.5) {
//there is a shadowmap
@@ -1252,6 +1253,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
#endif
light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
+#endif //SHADOWS_DISABLED
light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * omni_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
@@ -1270,6 +1272,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
spot_attenuation*= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x);
vec3 light_attenuation = vec3(spot_attenuation);
+#if !defined(SHADOWS_DISABLED)
if (spot_lights[idx].light_params.w>0.5) {
//there is a shadowmap
highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0));
@@ -1287,6 +1290,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
#endif
light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
+#endif //SHADOWS_DISABLED
light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * spot_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
@@ -1785,6 +1789,7 @@ FRAGMENT_SHADER_CODE
float depth_z = -vertex.z;
#ifdef LIGHT_DIRECTIONAL_SHADOW
+#if !defined(SHADOWS_DISABLED)
#ifdef LIGHT_USE_PSSM4
if (depth_z < shadow_split_offsets.w) {
@@ -1927,6 +1932,7 @@ FRAGMENT_SHADER_CODE
}
+#endif // !defined(SHADOWS_DISABLED)
#endif //LIGHT_DIRECTIONAL_SHADOW
#ifdef USE_VERTEX_LIGHTING
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index a83ef198fb..1282ce767a 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -387,10 +387,12 @@ void SpatialMaterial::_update_shader() {
if (flags[FLAG_USE_VERTEX_LIGHTING]) {
code += ",vertex_lighting";
}
-
if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) {
code += ",world_vertex_coords";
}
+ if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
+ code += ",shadows_disabled";
+ }
code += ";\n";
code += "uniform vec4 albedo : hint_color;\n";
@@ -1849,6 +1851,7 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_world_triplanar"), "set_flag", "get_flag", FLAG_TRIPLANAR_USE_WORLD);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS);
ADD_GROUP("Vertex Color", "vertex_color");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_is_srgb"), "set_flag", "get_flag", FLAG_SRGB_VERTEX_COLOR);
@@ -2038,6 +2041,7 @@ void SpatialMaterial::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_USE_ALPHA_SCISSOR);
BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD);
BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
+ BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 2c297cda41..ce733bfb8d 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -188,6 +188,7 @@ public:
FLAG_EMISSION_ON_UV2,
FLAG_USE_ALPHA_SCISSOR,
FLAG_ALBEDO_TEXTURE_FORCE_SRGB,
+ FLAG_DONT_RECEIVE_SHADOWS,
FLAG_MAX
};
@@ -236,7 +237,7 @@ private:
uint64_t blend_mode : 2;
uint64_t depth_draw_mode : 2;
uint64_t cull_mode : 2;
- uint64_t flags : 14;
+ uint64_t flags : 15;
uint64_t detail_blend_mode : 2;
uint64_t diffuse_mode : 3;
uint64_t specular_mode : 2;
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 2f05f6d477..95193f7a8f 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -173,6 +173,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("shadows_disabled");
+
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_lighting");
/************ CANVAS ITEM **************************/