Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917
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490aef9369
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90445aae67
2 changed files with 11 additions and 1 deletions
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@ -2194,7 +2194,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
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void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow) {
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bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.unshaded;
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bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture;
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bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || p_material->shader->spatial.ontop;
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bool has_alpha = has_base_alpha || has_blend_alpha;
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bool shadow = false;
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@ -1969,6 +1969,14 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_MULTIPLE_RENDER_TARGETS
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#ifdef SHADELESS
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frag_color=vec4(albedo,alpha);
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diffuse_buffer=vec4(albedo.rgb,0.0);
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specular_buffer=vec4(0.0);
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#else
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#if defined(ENABLE_AO)
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float ambient_scale=0.0; // AO is supplied by material
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@ -1984,6 +1992,7 @@ FRAGMENT_SHADER_CODE
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diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale);
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specular_buffer=vec4(specular_light,metallic);
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#endif //SHADELESS
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normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness);
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@ -1991,6 +2000,7 @@ FRAGMENT_SHADER_CODE
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sss_buffer = sss_strength;
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#endif
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#else //USE_MULTIPLE_RENDER_TARGETS
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