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Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)

Yuri Roubinsky há 4 anos atrás
pai
commit
47a6bb2f28

+ 2 - 11
scene/resources/visual_shader.cpp

@@ -1648,19 +1648,10 @@ void VisualShader::_update_shader() const {
 	{
 	{
 		//fill render mode enums
 		//fill render mode enums
 		int idx = 0;
 		int idx = 0;
-		bool specular = false;
 		while (render_mode_enums[idx].string) {
 		while (render_mode_enums[idx].string) {
 			if (shader_mode == render_mode_enums[idx].mode) {
 			if (shader_mode == render_mode_enums[idx].mode) {
-				if (shader_mode == Shader::MODE_SPATIAL) {
-					if (String(render_mode_enums[idx].string) == "specular") {
-						specular = true;
-					}
-				}
-				if (modes.has(render_mode_enums[idx].string) || specular) {
-					int which = 0;
-					if (modes.has(render_mode_enums[idx].string)) {
-						which = modes[render_mode_enums[idx].string];
-					}
+				if (modes.has(render_mode_enums[idx].string)) {
+					int which = modes[render_mode_enums[idx].string];
 					int count = 0;
 					int count = 0;
 					for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
 					for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
 						String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
 						String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];

+ 5 - 0
servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl

@@ -466,6 +466,11 @@ layout(location = 0) out vec4 frag_color;
 
 
 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 
 
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
 #include "scene_forward_lights_inc.glsl"
 #include "scene_forward_lights_inc.glsl"
 
 
 #include "scene_forward_gi_inc.glsl"
 #include "scene_forward_gi_inc.glsl"

+ 5 - 0
servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl

@@ -491,6 +491,11 @@ layout(location = 0) out vec4 frag_color;
 
 
 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 
 
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
 #include "scene_forward_lights_inc.glsl"
 #include "scene_forward_lights_inc.glsl"
 
 
 #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)