diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index ebcacc6e0..3aa13a436 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -752,6 +752,20 @@ void SpatialMaterial::_update_shader() { code += "\tvec2 base_uv2 = UV2;\n"; } + if (features[FEATURE_DEPTH_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) { + // Display both resource name and albedo texture name. + // Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful. + // On the other hand, albedo textures are almost always external to the scene. + if (textures[TEXTURE_ALBEDO].is_valid()) { + WARN_PRINT(vformat("%s (albedo %s): Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.", get_path(), textures[TEXTURE_ALBEDO]->get_path())); + } else if (!get_path().empty()) { + WARN_PRINT(vformat("%s: Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.", get_path())); + } else { + // Resource wasn't saved yet. + WARN_PRINT("Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping."); + } + } + if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar code += "\t{\n"; code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)