-Fixed height fog (was broken)
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
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parent
e1cf789593
commit
9738ebcda0
3 changed files with 6 additions and 2 deletions
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@ -2048,7 +2048,7 @@ FRAGMENT_SHADER_CODE
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if (fog_height_enabled) {
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float y = (camera_matrix * vec4(vertex,1.0)).y;
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fog_amount = max(fog_amount,pow(1.0-smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
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fog_amount = max(fog_amount,pow(smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
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}
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float rev_amount = 1.0 - fog_amount;
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@ -58,6 +58,7 @@ static Error _parse_material_library(const String &p_path, Map<String, Ref<Spati
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current_name = l.replace("newmtl", "").strip_edges();
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current.instance();
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current->set_name(current_name);
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material_map[current_name] = current;
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} else if (l.begins_with("Ka ")) {
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//uv
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@ -952,7 +952,10 @@ void ResourceImporterScene::_make_external_resources(Node *p_node, const String
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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mat = mesh->surface_get_material(i);
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if (!mat.is_valid() || mat->get_name() == "")
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if (!mat.is_valid())
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continue;
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if (mat->get_name() == "")
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continue;
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if (!p_materials.has(mat)) {
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