Calculate instance depth after shadow calculation in VisualServer
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1 changed files with 11 additions and 3 deletions
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@ -2547,9 +2547,6 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
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geom->gi_probes_dirty = false;
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}
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Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
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ins->depth = near_plane.distance_to(aabb_center);
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ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
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}
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if (!keep) {
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@ -2698,6 +2695,17 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
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}
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}
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}
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// Calculate instance->depth from the camera, after shadow calculation has stopped overwriting instance->depth
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for (int i = 0; i < instance_cull_count; i++) {
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Instance *ins = instance_cull_result[i];
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if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
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Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
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ins->depth = near_plane.distance_to(aabb_center);
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ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
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}
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}
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}
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void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
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