Merge pull request #64110 from Geometror/fix-light-shadow-off
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commit
0c5f254956
1 changed files with 8 additions and 2 deletions
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@ -2868,7 +2868,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
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}
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light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0;
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light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
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? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
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: 0.0;
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float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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if (angular_diameter > 0.0) {
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@ -3122,7 +3124,11 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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light_data.projector_rect[3] = 0;
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}
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const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
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const bool needs_shadow =
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shadow_atlas &&
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shadow_atlas->shadow_owners.has(li->self) &&
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p_using_shadows &&
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light_storage->light_has_shadow(base);
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bool in_shadow_range = true;
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if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
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