Fix use of discard in shaders

discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
This commit is contained in:
Clay 2023-07-24 23:21:04 +02:00
parent f6187014ec
commit 7c812cd7e9
6 changed files with 27 additions and 17 deletions

View file

@ -1039,17 +1039,16 @@ void main() {
if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // ALPHA_SCISSOR_USED
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
#if !defined(ALPHA_SCISSOR_USED)
if (alpha < opaque_prepass_threshold) {
discard;
}
#endif // not ALPHA_SCISSOR_USED
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
#endif // !USE_SHADOW_TO_OPACITY
@ -1270,17 +1269,16 @@ void main() {
if (alpha < alpha_scissor) {
discard;
}
#endif // ALPHA_SCISSOR_USED
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
#if !defined(ALPHA_SCISSOR_USED)
if (alpha < opaque_prepass_threshold) {
discard;
}
#endif // not ALPHA_SCISSOR_USED
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
#endif // USE_SHADOW_TO_OPACITY

View file

@ -1338,7 +1338,7 @@ MaterialStorage::MaterialStorage() {
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");

View file

@ -701,7 +701,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");

View file

@ -589,7 +589,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n";
bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
if (!force_lambert) {

View file

@ -875,11 +875,15 @@ void fragment_shader(in SceneData scene_data) {
alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
#ifndef ALPHA_SCISSOR_USED
if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // !ALPHA_SCISSOR_USED
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !USE_SHADOW_TO_OPACITY
@ -2038,8 +2042,8 @@ void fragment_shader(in SceneData scene_data) {
if (alpha < alpha_scissor) {
discard;
}
#endif // ALPHA_SCISSOR_USED
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
if (alpha < scene_data.opaque_prepass_threshold) {
@ -2047,6 +2051,8 @@ void fragment_shader(in SceneData scene_data) {
}
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // ALPHA_SCISSOR_USED
#endif // USE_SHADOW_TO_OPACITY

View file

@ -817,11 +817,15 @@ void main() {
alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
#ifndef ALPHA_SCISSOR_USED
if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // !ALPHA_SCISSOR_USED
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !USE_SHADOW_TO_OPACITY
@ -1685,8 +1689,8 @@ void main() {
if (alpha < alpha_scissor) {
discard;
}
#endif // ALPHA_SCISSOR_USED
#else
#ifdef MODE_RENDER_DEPTH
#ifdef USE_OPAQUE_PREPASS
if (alpha < scene_data.opaque_prepass_threshold) {
@ -1694,6 +1698,8 @@ void main() {
}
#endif // USE_OPAQUE_PREPASS
#endif // MODE_RENDER_DEPTH
#endif // !ALPHA_SCISSOR_USED
#endif // USE_SHADOW_TO_OPACITY