Merge pull request #62432 from RandomShaper/fix_async_hidden_shadow_3.5
[3.5] Fix shadows not casted by async hidden materials
This commit is contained in:
commit
ff78e2d4c5
1 changed files with 1 additions and 1 deletions
|
@ -2325,7 +2325,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
|
|||
if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || ((has_base_alpha || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) {
|
||||
return; //bye
|
||||
}
|
||||
if (!p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) {
|
||||
if (!p_shadow_pass && !p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) {
|
||||
// The shader is not guaranteed to be able to render (i.e., a not yet ready async hidden one);
|
||||
// skip depth rendering because otherwise we risk masking out pixels that won't get written to at the actual render pass
|
||||
return;
|
||||
|
|
Loading…
Reference in a new issue