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Fix default SDFGI variant not being compiled in time.

Dario 6 months ago
parent
commit
655e98b2ea

+ 8 - 0
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -3764,6 +3764,14 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
 		uniforms.push_back(u);
 	}
 
+	if (scene_shader.default_shader_sdfgi_rd.is_null()) {
+		// The variant for SDF from the default material should only be retrieved when SDFGI is required.
+		ERR_FAIL_NULL_V(scene_shader.default_material_shader_ptr, RID());
+		scene_shader.enable_advanced_shader_group();
+		scene_shader.default_shader_sdfgi_rd = scene_shader.default_material_shader_ptr->get_shader_variant(SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, 0, false);
+		ERR_FAIL_COND_V(scene_shader.default_shader_sdfgi_rd.is_null(), RID());
+	}
+
 	return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms);
 }
 

+ 0 - 1
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

@@ -805,7 +805,6 @@ void fragment() {
 
 		MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
 		default_shader_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_COLOR_PASS, 0, false);
-		default_shader_sdfgi_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, 0, false);
 
 		default_material_shader_ptr = md->shader_data;
 		default_material_uniform_set = md->uniform_set;