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Add transparency support for LightmapGI

Co-authored-by: Guerro323 <[email protected]>
Hendrik Brucker před 8 měsíci
rodič
revize
a3525bc015
26 změnil soubory, kde provedl 441 přidání a 94 odebrání
  1. 3 0
      doc/classes/ProjectSettings.xml
  2. 16 12
      drivers/gles3/rasterizer_scene_gles3.cpp
  3. 6 6
      drivers/gles3/rasterizer_scene_gles3.h
  4. 16 0
      drivers/gles3/shaders/scene.glsl
  5. 18 5
      drivers/gles3/storage/material_storage.cpp
  6. 2 7
      drivers/gles3/storage/material_storage.h
  7. 14 1
      modules/lightmapper_rd/lightmapper_rd.cpp
  8. 4 3
      modules/lightmapper_rd/lightmapper_rd.h
  9. 6 3
      modules/lightmapper_rd/lm_common_inc.glsl
  10. 225 30
      modules/lightmapper_rd/lm_compute.glsl
  11. 1 0
      modules/lightmapper_rd/register_types.cpp
  12. 7 1
      scene/3d/lightmap_gi.cpp
  13. 1 0
      scene/3d/lightmapper.h
  14. 2 0
      servers/rendering/dummy/storage/material_storage.h
  15. 4 0
      servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
  16. 5 5
      servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
  17. 2 8
      servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
  18. 4 0
      servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
  19. 4 4
      servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
  20. 1 7
      servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
  21. 36 1
      servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
  22. 36 1
      servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
  23. 20 0
      servers/rendering/renderer_rd/storage_rd/material_storage.cpp
  24. 1 0
      servers/rendering/renderer_rd/storage_rd/material_storage.h
  25. 1 0
      servers/rendering/storage/material_storage.h
  26. 6 0
      servers/rendering_server.h

+ 3 - 0
doc/classes/ProjectSettings.xml

@@ -2730,6 +2730,9 @@
 		<member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
 			The maximum number of rays that can be thrown per pass when baking dynamic object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
 		</member>
+		<member name="rendering/lightmapping/bake_performance/max_transparency_rays" type="int" setter="" getter="" default="8">
+			The maximum number of retry rays that can be thrown per pass when hitting a transparent surface when baking lightmaps with [LightmapGI]. Depending on the scene, reducing this value may lead to faster bake times.
+		</member>
 		<member name="rendering/lightmapping/bake_performance/region_size" type="int" setter="" getter="" default="512">
 			The region size to use when baking lightmaps with [LightmapGI].
 		</member>

+ 16 - 12
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -977,7 +977,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
 		glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer);
 
 		scene_state.reset_gl_state();
-		scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED);
+		scene_state.set_gl_cull_mode(RS::CULL_MODE_DISABLED);
 		scene_state.enable_gl_blend(false);
 
 		for (int i = 0; i < 6; i++) {
@@ -1000,7 +1000,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
 	} else {
 		if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
 			scene_state.reset_gl_state();
-			scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED);
+			scene_state.set_gl_cull_mode(RS::CULL_MODE_DISABLED);
 			scene_state.enable_gl_blend(false);
 
 			cubemap_filter->filter_radiance(sky->raw_radiance, sky->radiance, sky->radiance_framebuffer, sky->radiance_size, sky->mipmap_count, sky->processing_layer);
@@ -1433,6 +1433,10 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
 				if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
 					rl->add_element(surf);
 				}
+			} else if (p_pass_mode == PASS_MODE_MATERIAL) {
+				if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE | GeometryInstanceSurface::FLAG_PASS_ALPHA)) {
+					rl->add_element(surf);
+				}
 			} else {
 				if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
 					rl->add_element(surf);
@@ -2210,7 +2214,7 @@ void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
 	scene_state.enable_gl_depth_test(false);
 	scene_state.enable_gl_depth_draw(true);
 	glDisable(GL_CULL_FACE);
-	scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+	scene_state.cull_mode = RS::CULL_MODE_DISABLED;
 	glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
 }
 
@@ -2587,7 +2591,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 		scene_state.enable_gl_depth_draw(false);
 		scene_state.enable_gl_depth_test(false);
 		scene_state.enable_gl_blend(false);
-		scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK);
+		scene_state.set_gl_cull_mode(RS::CULL_MODE_BACK);
 
 		Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
 
@@ -2615,7 +2619,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 
 		scene_state.enable_gl_depth_test(true);
 		scene_state.enable_gl_blend(false);
-		scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK);
+		scene_state.set_gl_cull_mode(RS::CULL_MODE_BACK);
 
 		Transform3D transform = render_data.cam_transform;
 		Projection projection = render_data.cam_projection;
@@ -3099,19 +3103,19 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 			}
 
 			// Find cull variant.
-			GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
+			RS::CullMode cull_mode = shader->cull_mode;
 
 			if (p_pass_mode == PASS_MODE_MATERIAL || (surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
-				cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+				cull_mode = RS::CULL_MODE_DISABLED;
 			} else {
 				bool mirror = inst->mirror;
 				if (p_params->reverse_cull) {
 					mirror = !mirror;
 				}
-				if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
-					cull_mode = GLES3::SceneShaderData::CULL_BACK;
-				} else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
-					cull_mode = GLES3::SceneShaderData::CULL_FRONT;
+				if (cull_mode == RS::CULL_MODE_FRONT && mirror) {
+					cull_mode = RS::CULL_MODE_BACK;
+				} else if (cull_mode == RS::CULL_MODE_BACK && mirror) {
+					cull_mode = RS::CULL_MODE_FRONT;
 				}
 			}
 
@@ -3832,7 +3836,7 @@ void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES
 			glActiveTexture(GL_TEXTURE0);
 			scene_state.enable_gl_depth_draw(true);
 			glDepthFunc(GL_ALWAYS);
-			scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED);
+			scene_state.set_gl_cull_mode(RS::CULL_MODE_DISABLED);
 
 			// Loop through quadrants and copy shadows over.
 			for (int quadrant = 0; quadrant < 4; quadrant++) {

+ 6 - 6
drivers/gles3/rasterizer_scene_gles3.h

@@ -461,7 +461,7 @@ private:
 		bool used_depth_prepass = false;
 
 		GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
-		GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
+		RS::CullMode cull_mode = RS::CULL_MODE_BACK;
 
 		bool current_blend_enabled = false;
 		bool current_depth_draw_enabled = false;
@@ -477,7 +477,7 @@ private:
 
 			glCullFace(GL_BACK);
 			glEnable(GL_CULL_FACE);
-			cull_mode = GLES3::SceneShaderData::CULL_BACK;
+			cull_mode = RS::CULL_MODE_BACK;
 
 			glDepthMask(GL_FALSE);
 			current_depth_draw_enabled = false;
@@ -485,16 +485,16 @@ private:
 			current_depth_test_enabled = false;
 		}
 
-		void set_gl_cull_mode(GLES3::SceneShaderData::Cull p_mode) {
+		void set_gl_cull_mode(RS::CullMode p_mode) {
 			if (cull_mode != p_mode) {
-				if (p_mode == GLES3::SceneShaderData::CULL_DISABLED) {
+				if (p_mode == RS::CULL_MODE_DISABLED) {
 					glDisable(GL_CULL_FACE);
 				} else {
-					if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
+					if (cull_mode == RS::CULL_MODE_DISABLED) {
 						// Last time was disabled, so enable and set proper face.
 						glEnable(GL_CULL_FACE);
 					}
-					glCullFace(p_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
+					glCullFace(p_mode == RS::CULL_MODE_FRONT ? GL_FRONT : GL_BACK);
 				}
 				cull_mode = p_mode;
 			}

+ 16 - 0
drivers/gles3/shaders/scene.glsl

@@ -1882,10 +1882,18 @@ void main() {
 #ifndef USE_SHADOW_TO_OPACITY
 
 #if defined(ALPHA_SCISSOR_USED)
+#ifdef RENDER_MATERIAL
+	if (alpha < alpha_scissor_threshold) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 	}
 	alpha = 1.0;
+#endif // RENDER_MATERIAL
 #else
 #ifdef MODE_RENDER_DEPTH
 #ifdef USE_OPAQUE_PREPASS
@@ -2215,9 +2223,17 @@ void main() {
 	alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
 
 #if defined(ALPHA_SCISSOR_USED)
+#ifdef RENDER_MATERIAL
+	if (alpha < alpha_scissor_threshold) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 	}
+#endif // RENDER_MATERIAL
 #endif // !ALPHA_SCISSOR_USED
 
 #endif // !MODE_RENDER_DEPTH

+ 18 - 5
drivers/gles3/storage/material_storage.cpp

@@ -2505,6 +2505,19 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
 	return true; //by default everything casts shadows
 }
 
+RS::CullMode MaterialStorage::material_get_cull_mode(RID p_material) const {
+	const GLES3::Material *material = material_owner.get_or_null(p_material);
+	ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);
+	ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);
+	if (material->shader->data) {
+		SceneShaderData *data = dynamic_cast<SceneShaderData *>(material->shader->data);
+		if (data) {
+			return (RS::CullMode)data->cull_mode;
+		}
+	}
+	return RS::CULL_MODE_DISABLED;
+}
+
 void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
 	GLES3::Material *material = material_owner.get_or_null(p_material);
 	ERR_FAIL_NULL(material);
@@ -2907,7 +2920,7 @@ void SceneShaderData::set_code(const String &p_code) {
 	int blend_modei = BLEND_MODE_MIX;
 	int depth_testi = DEPTH_TEST_ENABLED;
 	int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
-	int cull_modei = CULL_BACK;
+	int cull_modei = RS::CULL_MODE_BACK;
 	int depth_drawi = DEPTH_DRAW_OPAQUE;
 
 	ShaderCompiler::IdentifierActions actions;
@@ -2930,9 +2943,9 @@ void SceneShaderData::set_code(const String &p_code) {
 
 	actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
 
-	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
-	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
-	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
+	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);
+	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);
+	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);
 
 	actions.render_mode_flags["unshaded"] = &unshaded;
 	actions.render_mode_flags["wireframe"] = &wireframe;
@@ -2990,7 +3003,7 @@ void SceneShaderData::set_code(const String &p_code) {
 	alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
 	depth_draw = DepthDraw(depth_drawi);
 	depth_test = DepthTest(depth_testi);
-	cull_mode = Cull(cull_modei);
+	cull_mode = RS::CullMode(cull_modei);
 
 	vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL; // We can always read vertices and normals.
 	vertex_input_mask |= uses_tangent << RS::ARRAY_TANGENT;

+ 2 - 7
drivers/gles3/storage/material_storage.h

@@ -263,12 +263,6 @@ struct SceneShaderData : public ShaderData {
 		DEPTH_TEST_ENABLED
 	};
 
-	enum Cull {
-		CULL_DISABLED,
-		CULL_FRONT,
-		CULL_BACK
-	};
-
 	enum AlphaAntiAliasing {
 		ALPHA_ANTIALIASING_OFF,
 		ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
@@ -292,7 +286,7 @@ struct SceneShaderData : public ShaderData {
 	AlphaAntiAliasing alpha_antialiasing_mode;
 	DepthDraw depth_draw;
 	DepthTest depth_test;
-	Cull cull_mode;
+	RS::CullMode cull_mode;
 
 	bool uses_point_size;
 	bool uses_alpha;
@@ -618,6 +612,7 @@ public:
 
 	virtual bool material_is_animated(RID p_material) override;
 	virtual bool material_casts_shadows(RID p_material) override;
+	virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
 
 	virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
 

+ 14 - 1
modules/lightmapper_rd/lightmapper_rd.cpp

@@ -30,6 +30,7 @@
 
 #include "lightmapper_rd.h"
 
+#include "core/string/print_string.h"
 #include "lm_blendseams.glsl.gen.h"
 #include "lm_compute.glsl.gen.h"
 #include "lm_raster.glsl.gen.h"
@@ -40,6 +41,7 @@
 #include "editor/editor_paths.h"
 #include "editor/editor_settings.h"
 #include "servers/rendering/rendering_device_binds.h"
+#include "servers/rendering/rendering_server_globals.h"
 
 #if defined(VULKAN_ENABLED)
 #include "drivers/vulkan/rendering_context_driver_vulkan.h"
@@ -477,7 +479,16 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
 			t.max_bounds[0] = taabb.position.x + MAX(taabb.size.x, 0.0001);
 			t.max_bounds[1] = taabb.position.y + MAX(taabb.size.y, 0.0001);
 			t.max_bounds[2] = taabb.position.z + MAX(taabb.size.z, 0.0001);
-			t.pad0 = t.pad1 = 0; //make valgrind not complain
+
+			t.cull_mode = RS::CULL_MODE_BACK;
+
+			RID material = mi.data.material[i];
+			if (material.is_valid()) {
+				t.cull_mode = RSG::material_storage->material_get_cull_mode(material);
+			} else {
+				print_line("No material for mesh with vertex count ", mi.data.points.size());
+			}
+			t.pad1 = 0; //make valgrind not complain
 			triangles.push_back(t);
 			slice_triangle_count.write[t.slice]++;
 		}
@@ -1319,6 +1330,8 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
 	bake_parameters.bounces = p_bounces;
 	bake_parameters.bounce_indirect_energy = p_bounce_indirect_energy;
 	bake_parameters.shadowmask_light_idx = shadowmask_light_idx;
+	// Same number of rays for transparency regardless of quality (it's more of a retry rather than shooting new ones).
+	bake_parameters.transparency_rays = GLOBAL_GET("rendering/lightmapping/bake_performance/max_transparency_rays");
 
 	bake_parameters_buffer = rd->uniform_buffer_create(sizeof(BakeParameters));
 	rd->buffer_update(bake_parameters_buffer, 0, sizeof(BakeParameters), &bake_parameters);

+ 4 - 3
modules/lightmapper_rd/lightmapper_rd.h

@@ -57,8 +57,9 @@ class LightmapperRD : public Lightmapper {
 		uint32_t bounces = 0;
 
 		float bounce_indirect_energy = 0.0f;
-		int shadowmask_light_idx = 0;
-		uint32_t pad[2] = {};
+		uint32_t shadowmask_light_idx = 0;
+		uint32_t transparency_rays = 0;
+		uint32_t pad[1] = {};
 	};
 
 	struct MeshInstance {
@@ -185,7 +186,7 @@ class LightmapperRD : public Lightmapper {
 		uint32_t indices[3] = {};
 		uint32_t slice = 0;
 		float min_bounds[3] = {};
-		float pad0 = 0.0;
+		uint32_t cull_mode = 0;
 		float max_bounds[3] = {};
 		float pad1 = 0.0;
 		bool operator<(const Triangle &p_triangle) const {

+ 6 - 3
modules/lightmapper_rd/lm_common_inc.glsl

@@ -1,4 +1,3 @@
-/* SET 0, static data that does not change between any call */
 
 layout(set = 0, binding = 0) uniform BakeParameters {
 	vec3 world_size;
@@ -18,8 +17,8 @@ layout(set = 0, binding = 0) uniform BakeParameters {
 
 	float bounce_indirect_energy;
 	int shadowmask_light_idx;
+	uint transparency_rays;
 	uint pad0;
-	uint pad1;
 }
 bake_params;
 
@@ -35,11 +34,15 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
 }
 vertices;
 
+#define CULL_DISABLED 0
+#define CULL_FRONT 1
+#define CULL_BACK 2
+
 struct Triangle {
 	uvec3 indices;
 	uint slice;
 	vec3 min_bounds;
-	uint pad0;
+	uint cull_mode;
 	vec3 max_bounds;
 	uint pad1;
 };

+ 225 - 30
modules/lightmapper_rd/lm_compute.glsl

@@ -154,7 +154,8 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
 	vec3 dir_cell = normalize(rel_cell);
 	vec3 delta = min(abs(1.0 / dir_cell), bake_params.grid_size); // Use bake_params.grid_size as max to prevent infinity values.
 	ivec3 step = ivec3(sign(rel_cell));
-	vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta;
+	const vec3 init_next_cell = vec3(icell) + max(vec3(0), sign(step));
+	vec3 t_max = mix(vec3(0), (init_next_cell - from_cell) / dir_cell, notEqual(step, vec3(0))); // Distance to next boundary.
 
 	uint iters = 0;
 	while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(bake_params.grid_size))) && (iters < 1000)) {
@@ -225,7 +226,6 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
 									// Return early if any hit was requested.
 									return RAY_ANY;
 								}
-
 								vec3 position = p_from + dir * distance;
 								vec3 hit_cell = (position - bake_params.to_cell_offset) * bake_params.to_cell_size;
 								if (icell != ivec3(hit_cell)) {
@@ -242,6 +242,17 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
 								}
 
 								if (distance < best_distance) {
+									switch (triangle.cull_mode) {
+										case CULL_DISABLED:
+											backface = false;
+											break;
+										case CULL_FRONT:
+											backface = !backface;
+											break;
+										case CULL_BACK: // Default behavior.
+											break;
+									}
+
 									hit = backface ? RAY_BACK : RAY_FRONT;
 									best_distance = distance;
 									r_distance = distance;
@@ -271,17 +282,16 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
 		}
 
 		// There should be only one axis updated at a time for DDA to work properly.
-		bvec3 mask = bvec3(true, false, false);
-		float m = side.x;
-		if (side.y < m) {
-			m = side.y;
-			mask = bvec3(false, true, false);
-		}
-		if (side.z < m) {
-			mask = bvec3(false, false, true);
+		if (t_max.x < t_max.y && t_max.x < t_max.z) {
+			icell.x += step.x;
+			t_max.x += delta.x;
+		} else if (t_max.y < t_max.z) {
+			icell.y += step.y;
+			t_max.y += delta.y;
+		} else {
+			icell.z += step.z;
+			t_max.z += delta.z;
 		}
-		side += vec3(mask) * delta;
-		icell += ivec3(vec3(mask)) * step;
 		iters++;
 	}
 
@@ -294,6 +304,27 @@ uint trace_ray_closest_hit_triangle(vec3 p_from, vec3 p_to, out uint r_triangle,
 	return trace_ray(p_from, p_to, false, distance, normal, r_triangle, r_barycentric);
 }
 
+uint trace_ray_closest_hit_triangle_albedo_alpha(vec3 p_from, vec3 p_to, out vec4 albedo_alpha, out vec3 hit_position) {
+	float distance;
+	vec3 normal;
+	uint tidx;
+	vec3 barycentric;
+
+	uint ret = trace_ray(p_from, p_to, false, distance, normal, tidx, barycentric);
+	if (ret != RAY_MISS) {
+		Vertex vert0 = vertices.data[triangles.data[tidx].indices.x];
+		Vertex vert1 = vertices.data[triangles.data[tidx].indices.y];
+		Vertex vert2 = vertices.data[triangles.data[tidx].indices.z];
+
+		vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
+
+		albedo_alpha = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0);
+		hit_position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
+	}
+
+	return ret;
+}
+
 uint trace_ray_closest_hit_distance(vec3 p_from, vec3 p_to, out float r_distance, out vec3 r_normal) {
 	uint triangle;
 	vec3 barycentric;
@@ -392,6 +423,8 @@ vec2 get_vogel_disk(float p_i, float p_rotation, float p_sample_count_sqrt) {
 }
 
 void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool p_soft_shadowing, out vec3 r_light, out vec3 r_light_dir, inout uint r_noise, float p_texel_size, out float r_shadow) {
+	const float EPSILON = 0.00001;
+
 	r_light = vec3(0.0f);
 	r_shadow = 0.0f;
 
@@ -460,6 +493,7 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
 		vec3 light_to_point_bitan = normalize(cross(light_to_point, light_to_point_tan));
 
 		uint hits = 0;
+		float aa_power = 0.0;
 		for (uint i = 0; i < ray_count; i++) {
 			// Create a random sample within the texel.
 			vec2 disk_sample = (halton_map[i] - vec2(0.5)) * p_texel_size * light_data.shadow_blur;
@@ -468,9 +502,13 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
 			vec3 origin = p_position - disk_aligned;
 			vec3 light_dir = normalize(light_pos - origin);
 
+			float power = 0.0;
+			uint power_accm = 0;
+			vec3 prev_pos = origin;
 			if (use_soft_shadows) {
 				uint soft_shadow_hits = 0;
 				for (uint j = 0; j < shadowing_ray_count; j++) {
+					origin = prev_pos;
 					// Optimization:
 					// Once already traced an important proportion of rays, if all are hits or misses,
 					// assume we're not in the penumbra so we can infer the rest would have the same result.
@@ -490,24 +528,116 @@ void trace_direct_light(vec3 p_position, vec3 p_normal, uint p_light_index, bool
 					float vogel_index = float(total_ray_count - 1 - (i * shadowing_ray_count + j)); // Start from (total_ray_count - 1) so we check the outer points first.
 					vec2 light_disk_sample = get_vogel_disk(vogel_index, a, shadowing_ray_count_sqrt) * soft_shadowing_disk_size * light_data.shadow_blur;
 					vec3 light_disk_to_point = normalize(light_to_point + light_disk_sample.x * light_to_point_tan + light_disk_sample.y * light_to_point_bitan);
-					// Offset the ray origin for AA, offset the light position for soft shadows.
-					if (trace_ray_any_hit(origin - light_disk_to_point * (bake_params.bias + length(disk_sample)), p_position - light_disk_to_point * dist) == RAY_MISS) {
-						soft_shadow_hits++;
+					float sample_penumbra = 0.0;
+					bool sample_did_hit = false;
+
+					for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
+						vec4 hit_albedo = vec4(1.0);
+						vec3 hit_position;
+						// Offset the ray origin for AA, offset the light position for soft shadows.
+						uint ret = trace_ray_closest_hit_triangle_albedo_alpha(origin - light_disk_to_point * (bake_params.bias + length(disk_sample)), p_position - light_disk_to_point * dist, hit_albedo, hit_position);
+						if (ret == RAY_MISS) {
+							if (!sample_did_hit) {
+								sample_penumbra = 1.0;
+							}
+							soft_shadow_hits += 1;
+							break;
+						} else if (ret == RAY_FRONT || ret == RAY_BACK) {
+							bool contribute = ret == RAY_FRONT || !sample_did_hit;
+							if (!sample_did_hit) {
+								sample_penumbra = 1.0;
+								sample_did_hit = true;
+							}
+
+							soft_shadow_hits += 1;
+
+							if (contribute) {
+								sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
+							}
+							origin = hit_position + r_light_dir * bake_params.bias;
+
+							if (sample_penumbra - EPSILON <= 0) {
+								break;
+							}
+						}
 					}
+
+					power += sample_penumbra;
+					power_accm++;
 				}
+
 				hits += soft_shadow_hits;
-			} else {
-				// Offset the ray origin based on the disk. Also increase the bias for further samples to avoid bleeding.
-				if (trace_ray_any_hit(origin + light_dir * (bake_params.bias + length(disk_sample)), light_pos) == RAY_MISS) {
-					hits++;
+			} else { // No soft shadows.
+				float sample_penumbra = 0.0;
+				bool sample_did_hit = false;
+				for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
+					vec4 hit_albedo = vec4(1.0);
+					vec3 hit_position;
+					// Offset the ray origin for AA, offset the light position for soft shadows.
+					uint ret = trace_ray_closest_hit_triangle_albedo_alpha(origin + light_dir * (bake_params.bias + length(disk_sample)), light_pos, hit_albedo, hit_position);
+					if (ret == RAY_MISS) {
+						if (!sample_did_hit) {
+							sample_penumbra = 1.0;
+						}
+						hits++;
+						break;
+					} else if (ret == RAY_FRONT || ret == RAY_BACK) {
+						bool contribute = ret == RAY_FRONT || !sample_did_hit;
+						if (!sample_did_hit) {
+							sample_penumbra = 1.0;
+							sample_did_hit = true;
+						}
+
+						hits++;
+
+						if (contribute) {
+							sample_penumbra = max(sample_penumbra - hit_albedo.a - EPSILON, 0.0);
+						}
+						origin = hit_position + r_light_dir * bake_params.bias;
+
+						if (sample_penumbra - EPSILON <= 0) {
+							break;
+						}
+					}
 				}
+				power += sample_penumbra;
+				power_accm = 1;
 			}
+			aa_power = power / float(power_accm);
 		}
-		penumbra = float(hits) / float(total_ray_count);
-	} else {
-		if (trace_ray_any_hit(p_position + r_light_dir * bake_params.bias, light_pos) == RAY_MISS) {
-			penumbra = 1.0;
+		penumbra = aa_power;
+	} else { // No soft shadows.
+		bool did_hit = false;
+		penumbra = 0.0;
+		for (uint iter = 0; iter < bake_params.transparency_rays; iter++) {
+			vec4 hit_albedo = vec4(1.0);
+			vec3 hit_position;
+			uint ret = trace_ray_closest_hit_triangle_albedo_alpha(p_position + r_light_dir * bake_params.bias, light_pos, hit_albedo, hit_position);
+			if (ret == RAY_MISS) {
+				if (!did_hit) {
+					penumbra = 1.0;
+				}
+				break;
+			} else if (ret == RAY_FRONT || ret == RAY_BACK) {
+				bool contribute = (ret == RAY_FRONT || !did_hit);
+				if (!did_hit) {
+					penumbra = 1.0;
+					did_hit = true;
+				}
+
+				if (contribute) {
+					penumbra = max(penumbra - hit_albedo.a - EPSILON, 0.0);
+				}
+
+				p_position = hit_position + r_light_dir * bake_params.bias;
+
+				if (penumbra - EPSILON <= 0) {
+					break;
+				}
+			}
 		}
+
+		penumbra = clamp(penumbra, 0.0, 1.0);
 	}
 
 	r_shadow = penumbra;
@@ -533,6 +663,7 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
 	vec3 position = p_position;
 	vec3 ray_dir = p_ray_dir;
 	uint max_depth = max(bake_params.bounces, 1);
+	uint transparency_rays_left = bake_params.transparency_rays;
 	vec3 throughput = vec3(1.0);
 	vec3 light = vec3(0.0);
 	for (uint depth = 0; depth < max_depth; depth++) {
@@ -546,6 +677,8 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
 			vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
 			position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
 
+			vec3 prev_normal = ray_dir;
+
 			vec3 norm0 = vec3(vert0.normal_xy, vert0.normal_z);
 			vec3 norm1 = vec3(vert1.normal_xy, vert1.normal_z);
 			vec3 norm2 = vec3(vert2.normal_xy, vert2.normal_z);
@@ -568,13 +701,29 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
 			direct_light *= bake_params.exposure_normalization;
 #endif
 
-			vec3 albedo = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgb;
+			vec4 albedo_alpha = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgba;
 			vec3 emissive = textureLod(sampler2DArray(emission_tex, linear_sampler), uvw, 0).rgb;
 			emissive *= bake_params.exposure_normalization;
 
-			light += throughput * emissive;
-			throughput *= albedo;
-			light += throughput * direct_light * bake_params.bounce_indirect_energy;
+			light += throughput * emissive * albedo_alpha.a;
+			throughput = mix(throughput, throughput * albedo_alpha.rgb, albedo_alpha.a);
+			light += throughput * direct_light * bake_params.bounce_indirect_energy * albedo_alpha.a;
+
+			if (albedo_alpha.a < 1.0) {
+				transparency_rays_left -= 1;
+				depth -= 1;
+				if (transparency_rays_left <= 0) {
+					break;
+				}
+
+				// Either bounce off the transparent surface or keep going forward.
+				float pa = albedo_alpha.a * albedo_alpha.a;
+				if (randomize(r_noise) > pa) {
+					normal = prev_normal;
+				}
+
+				position += normal * bake_params.bias;
+			}
 
 			// Use Russian Roulette to determine a probability to terminate the bounce earlier as an optimization.
 			// <https://computergraphics.stackexchange.com/questions/2316/is-russian-roulette-really-the-answer>
@@ -592,9 +741,55 @@ vec3 trace_indirect_light(vec3 p_position, vec3 p_ray_dir, inout uint r_noise, f
 			// Look for the environment color and stop bouncing.
 			light += throughput * trace_environment_color(ray_dir);
 			break;
-		} else {
-			// Ignore any other trace results.
-			break;
+		} else if (trace_result == RAY_BACK) {
+			Vertex vert0 = vertices.data[triangles.data[tidx].indices.x];
+			Vertex vert1 = vertices.data[triangles.data[tidx].indices.y];
+			Vertex vert2 = vertices.data[triangles.data[tidx].indices.z];
+			vec3 uvw = vec3(barycentric.x * vert0.uv + barycentric.y * vert1.uv + barycentric.z * vert2.uv, float(triangles.data[tidx].slice));
+			position = barycentric.x * vert0.position + barycentric.y * vert1.position + barycentric.z * vert2.position;
+
+			vec4 albedo_alpha = textureLod(sampler2DArray(albedo_tex, linear_sampler), uvw, 0).rgba;
+
+			if (albedo_alpha.a > 1.0) {
+				break;
+			}
+
+			transparency_rays_left -= 1;
+			depth -= 1;
+			if (transparency_rays_left <= 0) {
+				break;
+			}
+
+			vec3 norm0 = vec3(vert0.normal_xy, vert0.normal_z);
+			vec3 norm1 = vec3(vert1.normal_xy, vert1.normal_z);
+			vec3 norm2 = vec3(vert2.normal_xy, vert2.normal_z);
+			vec3 normal = barycentric.x * norm0 + barycentric.y * norm1 + barycentric.z * norm2;
+
+			vec3 direct_light = vec3(0.0f);
+#ifdef USE_LIGHT_TEXTURE_FOR_BOUNCES
+			direct_light += textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
+#else
+			// Trace the lights directly. Significantly more expensive but more accurate in scenarios
+			// where the lightmap texture isn't reliable.
+			for (uint i = 0; i < bake_params.light_count; i++) {
+				vec3 light;
+				vec3 light_dir;
+				float shadow;
+				trace_direct_light(position, normal, i, false, light, light_dir, r_noise, p_texel_size, shadow);
+				direct_light += light * lights.data[i].indirect_energy;
+			}
+
+			direct_light *= bake_params.exposure_normalization;
+#endif
+
+			vec3 emissive = textureLod(sampler2DArray(emission_tex, linear_sampler), uvw, 0).rgb;
+			emissive *= bake_params.exposure_normalization;
+
+			light += throughput * emissive * albedo_alpha.a;
+			throughput = mix(mix(throughput, throughput * albedo_alpha.rgb, albedo_alpha.a), vec3(0.0), albedo_alpha.a);
+			light += throughput * direct_light * bake_params.bounce_indirect_energy * albedo_alpha.a;
+
+			position += ray_dir * bake_params.bias;
 		}
 	}
 

+ 1 - 0
modules/lightmapper_rd/register_types.cpp

@@ -52,6 +52,7 @@ void initialize_lightmapper_rd_module(ModuleInitializationLevel p_level) {
 	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_quality/ultra_quality_ray_count", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 2048);
 	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_performance/max_rays_per_pass", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 32);
 	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_performance/region_size", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 512);
+	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_performance/max_transparency_rays", PROPERTY_HINT_RANGE, "1,256,1,or_greater"), 8);
 
 	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_quality/low_quality_probe_ray_count", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 64);
 	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lightmapping/bake_quality/medium_quality_probe_ray_count", PROPERTY_HINT_RANGE, "1,4096,1,or_greater"), 256);

+ 7 - 1
scene/3d/lightmap_gi.cpp

@@ -981,7 +981,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 					w_albedo[i + 0] = uint8_t(CLAMP(float(r_aa[i + 0]) * (1.0 - float(r_orm[i + 2] / 255.0)), 0, 255));
 					w_albedo[i + 1] = uint8_t(CLAMP(float(r_aa[i + 1]) * (1.0 - float(r_orm[i + 2] / 255.0)), 0, 255));
 					w_albedo[i + 2] = uint8_t(CLAMP(float(r_aa[i + 2]) * (1.0 - float(r_orm[i + 2] / 255.0)), 0, 255));
-					w_albedo[i + 3] = 255;
+					w_albedo[i + 3] = r_aa[i + 3];
 				}
 
 				md.albedo_on_uv2.instantiate();
@@ -1002,6 +1002,11 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 					continue;
 				}
 				Array a = mf.mesh->surface_get_arrays(i);
+				Ref<Material> mat = mf.mesh->surface_get_material(i);
+				RID mat_rid;
+				if (mat.is_valid()) {
+					mat_rid = mat->get_rid();
+				}
 
 				Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
 				const Vector3 *vr = vertices.ptr();
@@ -1051,6 +1056,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 
 						md.uv2.push_back(uvr[vidx[k]]);
 						md.normal.push_back(normal_xform.xform(nr[vidx[k]]).normalized());
+						md.material.push_back(mat_rid);
 					}
 				}
 			}

+ 1 - 0
scene/3d/lightmapper.h

@@ -171,6 +171,7 @@ public:
 		Vector<Vector3> points;
 		Vector<Vector2> uv2;
 		Vector<Vector3> normal;
+		Vector<RID> material;
 		Ref<Image> albedo_on_uv2;
 		Ref<Image> emission_on_uv2;
 		Variant userdata;

+ 2 - 0
servers/rendering/dummy/storage/material_storage.h

@@ -109,6 +109,8 @@ public:
 
 	virtual bool material_is_animated(RID p_material) override { return false; }
 	virtual bool material_casts_shadows(RID p_material) override { return false; }
+	virtual RS::CullMode material_get_cull_mode(RID p_material) const override { return RS::CULL_MODE_DISABLED; }
+
 	virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
 	virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
 };

+ 4 - 0
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -1120,6 +1120,10 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
 				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
 					rl->add_element(surf);
 				}
+			} else if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+				if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE | GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
+					rl->add_element(surf);
+				}
 			} else {
 				if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
 					rl->add_element(surf);

+ 5 - 5
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

@@ -54,7 +54,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
 	blend_mode = BLEND_MODE_MIX;
 	depth_testi = DEPTH_TEST_ENABLED;
 	alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
-	int cull_modei = CULL_BACK;
+	int cull_modei = RS::CULL_MODE_BACK;
 
 	uses_point_size = false;
 	uses_alpha = false;
@@ -101,9 +101,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
 
 	actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
 
-	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
-	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
-	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
+	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);
+	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);
+	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);
 
 	actions.render_mode_flags["unshaded"] = &unshaded;
 	actions.render_mode_flags["wireframe"] = &wireframe;
@@ -158,7 +158,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
 
 	depth_draw = DepthDraw(depth_drawi);
 	depth_test = DepthTest(depth_testi);
-	cull_mode = Cull(cull_modei);
+	cull_mode = RS::CullMode(cull_modei);
 	uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
 	uses_screen_texture = gen_code.uses_screen_texture;
 	uses_depth_texture = gen_code.uses_depth_texture;

+ 2 - 8
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h

@@ -153,12 +153,6 @@ public:
 			DEPTH_TEST_ENABLED
 		};
 
-		enum Cull {
-			CULL_DISABLED,
-			CULL_FRONT,
-			CULL_BACK
-		};
-
 		enum CullVariant {
 			CULL_VARIANT_NORMAL,
 			CULL_VARIANT_REVERSED,
@@ -250,7 +244,7 @@ public:
 		bool writes_modelview_or_projection = false;
 		bool uses_world_coordinates = false;
 		bool uses_screen_texture_mipmaps = false;
-		Cull cull_mode = CULL_DISABLED;
+		RS::CullMode cull_mode = RS::CULL_MODE_DISABLED;
 
 		uint64_t last_pass = 0;
 		uint32_t index = 0;
@@ -272,7 +266,7 @@ public:
 		}
 
 		_FORCE_INLINE_ bool uses_shared_shadow_material() const {
-			bool backface_culling = cull_mode == CULL_BACK;
+			bool backface_culling = cull_mode == RS::CULL_MODE_BACK;
 			return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_position && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && backface_culling && !uses_point_size && !uses_world_coordinates && !wireframe;
 		}
 

+ 4 - 0
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -2061,6 +2061,10 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
 				if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
 					rl->add_element(surf);
 				}
+			} else if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+				if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE | GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
+					rl->add_element(surf);
+				}
 			} else {
 				if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
 					rl->add_element(surf);

+ 4 - 4
servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp

@@ -56,7 +56,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
 	blend_mode = BLEND_MODE_MIX;
 	depth_testi = DEPTH_TEST_ENABLED;
 	alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
-	cull_mode = CULL_BACK;
+	cull_mode = RS::CULL_MODE_BACK;
 
 	uses_point_size = false;
 	uses_alpha = false;
@@ -102,9 +102,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
 
 	actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
 
-	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_mode, CULL_DISABLED);
-	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_mode, CULL_FRONT);
-	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_mode, CULL_BACK);
+	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_DISABLED);
+	actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_FRONT);
+	actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_BACK);
 
 	actions.render_mode_flags["unshaded"] = &unshaded;
 	actions.render_mode_flags["wireframe"] = &wireframe;

+ 1 - 7
servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h

@@ -141,12 +141,6 @@ public:
 			DEPTH_TEST_ENABLED
 		};
 
-		enum Cull {
-			CULL_DISABLED,
-			CULL_FRONT,
-			CULL_BACK
-		};
-
 		enum CullVariant {
 			CULL_VARIANT_NORMAL,
 			CULL_VARIANT_REVERSED,
@@ -209,7 +203,7 @@ public:
 		int blend_mode = BLEND_MODE_MIX;
 		int depth_testi = DEPTH_TEST_ENABLED;
 		int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
-		int cull_mode = CULL_BACK;
+		int cull_mode = RS::CULL_MODE_BACK;
 
 		bool uses_point_size = false;
 		bool uses_alpha = false;

+ 36 - 1
servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl

@@ -1256,21 +1256,37 @@ void fragment_shader(in SceneData scene_data) {
 #ifndef USE_SHADOW_TO_OPACITY
 
 #ifdef ALPHA_SCISSOR_USED
+#ifdef MODE_RENDER_MATERIAL
+	if (alpha < alpha_scissor_threshold) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif // ALPHA_SCISSOR_USED
 
 // alpha hash can be used in unison with alpha antialiasing
 #ifdef ALPHA_HASH_USED
 	vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef MODE_RENDER_MATERIAL
+	if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif // ALPHA_HASH_USED
 
 // If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
-#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) && !defined(MODE_RENDER_MATERIAL)
 	alpha = 1.0;
 #endif
 
@@ -1314,10 +1330,21 @@ void fragment_shader(in SceneData scene_data) {
 #endif
 
 #ifdef ENABLE_CLIP_ALPHA
+#ifdef MODE_RENDER_MATERIAL
+	if (albedo.a < 0.99) {
+		// Used for doublepass and shadowmapping.
+		albedo.a = 0.0;
+		alpha = 0.0;
+	} else {
+		albedo.a = 1.0;
+		alpha = 1.0;
+	}
+#else
 	if (albedo.a < 0.99) {
 		//used for doublepass and shadowmapping
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif
 
 	/////////////////////// FOG //////////////////////
@@ -2521,9 +2548,17 @@ void fragment_shader(in SceneData scene_data) {
 	alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
 
 #if defined(ALPHA_SCISSOR_USED)
+#ifdef MODE_RENDER_MATERIAL
+	if (alpha < alpha_scissor_threshold) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif // ALPHA_SCISSOR_USED
 
 #endif // !MODE_RENDER_DEPTH

+ 36 - 1
servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl

@@ -984,21 +984,37 @@ void main() {
 #ifndef USE_SHADOW_TO_OPACITY
 
 #ifdef ALPHA_SCISSOR_USED
+#ifdef MODE_RENDER_MATERIAL
+	if (alpha < alpha_scissor_threshold) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif // ALPHA_SCISSOR_USED
 
 // alpha hash can be used in unison with alpha antialiasing
 #ifdef ALPHA_HASH_USED
 	vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef MODE_RENDER_MATERIAL
+	if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif // ALPHA_HASH_USED
 
 // If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
-#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) && !defined(MODE_RENDER_MATERIAL)
 	alpha = 1.0;
 #endif
 
@@ -1042,10 +1058,21 @@ void main() {
 #endif
 
 #ifdef ENABLE_CLIP_ALPHA
+#ifdef MODE_RENDER_MATERIAL
+	if (albedo.a < 0.99) {
+		// Used for doublepass and shadowmapping.
+		albedo.a = 0.0;
+		alpha = 0.0;
+	} else {
+		albedo.a = 1.0;
+		alpha = 1.0;
+	}
+#else
 	if (albedo.a < 0.99) {
 		//used for doublepass and shadowmapping
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif
 
 	/////////////////////// FOG //////////////////////
@@ -1739,9 +1766,17 @@ void main() {
 	alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
 
 #if defined(ALPHA_SCISSOR_USED)
+#ifdef MODE_RENDER_MATERIAL
+	if (alpha < alpha_scissor_threshold) {
+		alpha = 0.0;
+	} else {
+		alpha = 1.0;
+	}
+#else
 	if (alpha < alpha_scissor_threshold) {
 		discard;
 	}
+#endif // MODE_RENDER_MATERIAL
 #endif // !ALPHA_SCISSOR_USED
 
 #endif // !MODE_RENDER_DEPTH

+ 20 - 0
servers/rendering/renderer_rd/storage_rd/material_storage.cpp

@@ -32,6 +32,8 @@
 #include "core/config/engine.h"
 #include "core/config/project_settings.h"
 #include "core/io/resource_loader.h"
+#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
+#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
 #include "servers/rendering/storage/variant_converters.h"
 #include "texture_storage.h"
 
@@ -2302,6 +2304,24 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
 	return true; //by default everything casts shadows
 }
 
+RS::CullMode RendererRD::MaterialStorage::material_get_cull_mode(RID p_material) const {
+	Material *material = material_owner.get_or_null(p_material);
+	ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);
+	ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);
+	if (material->shader->type == ShaderType::SHADER_TYPE_3D && material->shader->data) {
+		RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *sd_clustered = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *>(material->shader->data);
+		if (sd_clustered) {
+			return (RS::CullMode)sd_clustered->cull_mode;
+		}
+
+		RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *sd_mobile = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *>(material->shader->data);
+		if (sd_mobile) {
+			return (RS::CullMode)sd_mobile->cull_mode;
+		}
+	}
+	return RS::CULL_MODE_DISABLED;
+}
+
 void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
 	Material *material = material_owner.get_or_null(p_material);
 	ERR_FAIL_NULL(material);

+ 1 - 0
servers/rendering/renderer_rd/storage_rd/material_storage.h

@@ -444,6 +444,7 @@ public:
 
 	virtual bool material_is_animated(RID p_material) override;
 	virtual bool material_casts_shadows(RID p_material) override;
+	virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
 
 	virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
 

+ 1 - 0
servers/rendering/storage/material_storage.h

@@ -87,6 +87,7 @@ public:
 
 	virtual bool material_is_animated(RID p_material) = 0;
 	virtual bool material_casts_shadows(RID p_material) = 0;
+	virtual RS::CullMode material_get_cull_mode(RID p_material) const = 0;
 
 	struct InstanceShaderParam {
 		PropertyInfo info;

+ 6 - 0
servers/rendering_server.h

@@ -221,6 +221,12 @@ public:
 		SHADER_MAX
 	};
 
+	enum CullMode {
+		CULL_MODE_DISABLED,
+		CULL_MODE_FRONT,
+		CULL_MODE_BACK,
+	};
+
 	virtual RID shader_create() = 0;
 	virtual RID shader_create_from_code(const String &p_code, const String &p_path_hint = String()) = 0;