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Print warning in SpatialMaterial when depth and triplanar are active
Using both depth mapping and triplanar mapping isn't supported.
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@ -752,6 +752,20 @@ void SpatialMaterial::_update_shader() {
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code += "\tvec2 base_uv2 = UV2;\n";
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code += "\tvec2 base_uv2 = UV2;\n";
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}
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}
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if (features[FEATURE_DEPTH_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
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// Display both resource name and albedo texture name.
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// Materials are often built-in to scenes, so displaying the resource name alone may not be meaningful.
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// On the other hand, albedo textures are almost always external to the scene.
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if (textures[TEXTURE_ALBEDO].is_valid()) {
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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()));
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} else if (!get_path().empty()) {
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WARN_PRINT(vformat("%s: Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.", get_path()));
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} else {
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// Resource wasn't saved yet.
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WARN_PRINT("Depth mapping is not supported on triplanar materials. Ignoring depth mapping in favor of triplanar mapping.");
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}
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}
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if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
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if (!VisualServer::get_singleton()->is_low_end() && features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
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code += "\t{\n";
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code += "\t{\n";
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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 ;-)
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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 ;-)
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