Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917

This commit is contained in:
Juan Linietsky 2017-08-25 09:53:20 -03:00
parent 490aef9369
commit 90445aae67
2 changed files with 11 additions and 1 deletions

View file

@ -2194,7 +2194,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow) {
bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.unshaded;
bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture;
bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || p_material->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;

View file

@ -1969,6 +1969,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_MULTIPLE_RENDER_TARGETS
#ifdef SHADELESS
frag_color=vec4(albedo,alpha);
diffuse_buffer=vec4(albedo.rgb,0.0);
specular_buffer=vec4(0.0);
#else
#if defined(ENABLE_AO)
float ambient_scale=0.0; // AO is supplied by material
@ -1984,6 +1992,7 @@ FRAGMENT_SHADER_CODE
diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale);
specular_buffer=vec4(specular_light,metallic);
#endif //SHADELESS
normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness);
@ -1991,6 +2000,7 @@ FRAGMENT_SHADER_CODE
sss_buffer = sss_strength;
#endif
#else //USE_MULTIPLE_RENDER_TARGETS