Force update SpatialMaterial when texture set and always use ALBEDO
This commit is contained in:
parent
033ae8a543
commit
21e1f1df0f
1 changed files with 14 additions and 18 deletions
|
@ -476,9 +476,7 @@ void SpatialMaterial::_update_shader() {
|
|||
code += ";\n";
|
||||
|
||||
code += "uniform vec4 albedo : hint_color;\n";
|
||||
if (textures[TEXTURE_ALBEDO] != NULL) {
|
||||
code += "uniform sampler2D texture_albedo : hint_albedo;\n";
|
||||
}
|
||||
code += "uniform float specular;\n";
|
||||
code += "uniform float metallic;\n";
|
||||
if (grow_enabled) {
|
||||
|
@ -781,7 +779,6 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "\t}\n";
|
||||
}
|
||||
|
||||
if (textures[TEXTURE_ALBEDO] != NULL) {
|
||||
if (flags[FLAG_USE_POINT_SIZE]) {
|
||||
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
|
||||
} else {
|
||||
|
@ -795,9 +792,6 @@ void SpatialMaterial::_update_shader() {
|
|||
if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
|
||||
code += "\talbedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
|
||||
}
|
||||
} else {
|
||||
code += "\tvec4 albedo_tex = vec4(1.0, 1.0, 1.0, 1.0);\n";
|
||||
}
|
||||
|
||||
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
|
||||
code += "\talbedo_tex *= COLOR;\n";
|
||||
|
@ -1411,6 +1405,8 @@ void SpatialMaterial::set_texture(TextureParam p_param, const Ref<Texture> &p_te
|
|||
textures[p_param] = p_texture;
|
||||
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
|
||||
VS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
|
||||
_queue_shader_change();
|
||||
_change_notify();
|
||||
}
|
||||
|
||||
Ref<Texture> SpatialMaterial::get_texture(TextureParam p_param) const {
|
||||
|
|
Loading…
Reference in a new issue