Fix unshaded materials render

This commit is contained in:
Evgeny Zuev 2017-09-05 12:19:15 +07:00
parent e611ff5f01
commit 094237eca0

View file

@ -2300,15 +2300,12 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
//e->light_type=0xFF; // no lights!
if (p_depth_pass) {
if (p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
if (p_depth_pass || p_material->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
e->sort_key |= SORT_KEY_UNSHADED_FLAG;
}
e->sort_key |= SORT_KEY_UNSHADED_FLAG;
}
if (p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
e->sort_key |= RenderList::SORT_KEY_OPAQUE_PRE_PASS;
}
if (p_depth_pass && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
e->sort_key |= RenderList::SORT_KEY_OPAQUE_PRE_PASS;
}
if (!p_depth_pass && (p_material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) {