Merge pull request #89528 from Calinou/basematerial3d-height-allow-in-compatibility

Allow BaseMaterial3D height/dither fade to work with Compatibility rendering
This commit is contained in:
Rémi Verschelde 2024-06-22 16:22:07 +02:00
commit 41cc256d63
No known key found for this signature in database
GPG key ID: C3336907360768E1

View file

@ -1337,7 +1337,7 @@ void fragment() {)";
} }
// Heightmapping isn't supported at the same time as triplanar mapping. // Heightmapping isn't supported at the same time as triplanar mapping.
if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
// Binormal is negative due to mikktspace. Flipping it "unflips" it. // Binormal is negative due to mikktspace. Flipping it "unflips" it.
code += R"( code += R"(
{ {
@ -1637,21 +1637,20 @@ void fragment() {)";
// Use the slightly more expensive circular fade (distance to the object) instead of linear // Use the slightly more expensive circular fade (distance to the object) instead of linear
// (Z distance), so that the fade is always the same regardless of the camera angle. // (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) { code += "\n {";
code += "\n {";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
code += R"( code += R"(
// Distance Fade: Object Dither // Distance Fade: Object Dither
float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3])); float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
)"; )";
} else { } else {
code += R"( code += R"(
// Distance Fade: Pixel Dither // Distance Fade: Pixel Dither
float fade_distance = length(VERTEX); float fade_distance = length(VERTEX);
)"; )";
} }
code += R"( code += R"(
// Use interleaved gradient noise, which is fast but still looks good. // Use interleaved gradient noise, which is fast but still looks good.
const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189); const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0); float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
@ -1661,7 +1660,6 @@ void fragment() {)";
} }
} }
)"; )";
}
} else { } else {
code += R"( code += R"(
// Distance Fade: Pixel Alpha // Distance Fade: Pixel Alpha