diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index f9af86e19b5..09edc121123 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -4075,7 +4075,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() { scene_globals.default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(scene_globals.default_shader); material_storage->shader_set_code(scene_globals.default_shader, R"( -// Default 3D material shader. +// Default 3D material shader (Compatibility). shader_type spatial; @@ -4100,11 +4100,11 @@ void fragment() { scene_globals.overdraw_shader = material_storage->shader_allocate(); material_storage->shader_initialize(scene_globals.overdraw_shader); material_storage->shader_set_code(scene_globals.overdraw_shader, R"( -// 3D editor Overdraw debug draw mode shader. +// 3D editor Overdraw debug draw mode shader (Compatibility). shader_type spatial; -render_mode blend_add, unshaded; +render_mode blend_add, unshaded, fog_disabled; void fragment() { ALBEDO = vec3(0.4, 0.8, 0.8); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 55c6c420eb5..0b504eca0a9 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -737,7 +737,7 @@ void SceneShaderForwardClustered::init(const String p_defines) { default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(default_shader); material_storage->shader_set_code(default_shader, R"( -// Default 3D material shader (clustered). +// Default 3D material shader (Forward+). shader_type spatial; @@ -768,11 +768,11 @@ void fragment() { material_storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. material_storage->shader_set_code(overdraw_material_shader, R"( -// 3D editor Overdraw debug draw mode shader (clustered). +// 3D editor Overdraw debug draw mode shader (Forward+). shader_type spatial; -render_mode blend_add, unshaded; +render_mode blend_add, unshaded, fog_disabled; void fragment() { ALBEDO = vec3(0.4, 0.8, 0.8); @@ -792,11 +792,11 @@ void fragment() { debug_shadow_splits_material_shader = material_storage->shader_allocate(); material_storage->shader_initialize(debug_shadow_splits_material_shader); material_storage->shader_set_code(debug_shadow_splits_material_shader, R"( -// 3D debug shadow splits mode shader(mobile). +// 3D debug shadow splits mode shader (Forward+). shader_type spatial; -render_mode debug_shadow_splits; +render_mode debug_shadow_splits, fog_disabled; void fragment() { ALBEDO = vec3(1.0, 1.0, 1.0); diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 3592ee2f6d1..95ba76a707d 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -641,7 +641,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(default_shader); material_storage->shader_set_code(default_shader, R"( -// Default 3D material shader (mobile). +// Default 3D material shader (Mobile). shader_type spatial; @@ -671,11 +671,11 @@ void fragment() { material_storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. material_storage->shader_set_code(overdraw_material_shader, R"( -// 3D editor Overdraw debug draw mode shader (mobile). +// 3D editor Overdraw debug draw mode shader (Mobile). shader_type spatial; -render_mode blend_add, unshaded; +render_mode blend_add, unshaded, fog_disabled; void fragment() { ALBEDO = vec3(0.4, 0.8, 0.8); @@ -696,11 +696,11 @@ void fragment() { material_storage->shader_initialize(debug_shadow_splits_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. material_storage->shader_set_code(debug_shadow_splits_material_shader, R"( -// 3D debug shadow splits mode shader(mobile). +// 3D debug shadow splits mode shader (Mobile). shader_type spatial; -render_mode debug_shadow_splits; +render_mode debug_shadow_splits, fog_disabled; void fragment() { ALBEDO = vec3(1.0, 1.0, 1.0); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 62ecec39919..e61bb9eae82 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1153,12 +1153,19 @@ void RendererSceneRenderRD::render_scene(const Ref &p_render PagedArray empty; - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { render_data.lights = ∅ render_data.reflection_probes = ∅ render_data.voxel_gi_instances = ∅ } + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) { + render_data.decals = ∅ + } + Color clear_color; if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) { clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());