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@@ -969,7 +969,17 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
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//time global variables
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scene_state.ubo.time = time;
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- if (is_environment(p_environment)) {
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+ if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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+
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+ scene_state.ubo.use_ambient_light = true;
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+ scene_state.ubo.ambient_light_color_energy[0] = 1;
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+ scene_state.ubo.ambient_light_color_energy[1] = 1;
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+ scene_state.ubo.ambient_light_color_energy[2] = 1;
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+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
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+ scene_state.ubo.use_ambient_cubemap = false;
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+ scene_state.ubo.use_reflection_cubemap = false;
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+
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+ } else if (is_environment(p_environment)) {
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VS::EnvironmentBG env_bg = environment_get_background(p_environment);
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VS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment);
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@@ -1155,11 +1165,19 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
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void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index) {
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- RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
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+ RID m_src;
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- /*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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- m_src = default_overdraw_material;
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- }*/
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+ m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
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+
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+ if (unlikely(debug_draw != VS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
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+ if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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+ m_src = overdraw_material;
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+ } else if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME) {
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+ m_src = wireframe_material;
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+ } else if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
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+ m_src = default_material;
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+ }
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+ }
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MaterialData *material = NULL;
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@@ -1756,6 +1774,12 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
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RENDER_TIMESTAMP("Setup 3D Scene");
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+ if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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+ p_light_cull_count = 0;
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+ p_reflection_probe_cull_count = 0;
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+ p_gi_probe_cull_count = 0;
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+ }
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+
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_update_render_base_uniform_set();
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bool using_shadows = true;
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@@ -1824,7 +1848,9 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
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Color clear_color;
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bool keep_color = false;
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- if (is_environment(p_environment)) {
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+ if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
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+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
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+ } else if (is_environment(p_environment)) {
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VS::EnvironmentBG bg_mode = environment_get_background(p_environment);
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float bg_energy = environment_get_bg_energy(p_environment);
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switch (bg_mode) {
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@@ -2568,6 +2594,19 @@ RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storag
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default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
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}
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+ {
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+
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+ overdraw_material_shader = storage->shader_create();
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+ storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
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+ overdraw_material = storage->material_create();
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+ storage->material_set_shader(overdraw_material, overdraw_material_shader);
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+
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+ wireframe_material_shader = storage->shader_create();
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+ storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
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+ wireframe_material = storage->material_create();
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+ storage->material_set_shader(wireframe_material, wireframe_material_shader);
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+ }
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+
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{
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default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
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Vector<RD::Uniform> uniforms;
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