Fix forward shading compilation when using fog inside unlit material

This commit is contained in:
Wojtek Figat
2025-07-03 14:48:38 +02:00
parent 7f783bb7da
commit 056fea9a8c

View File

@@ -143,7 +143,7 @@ void PS_Forward(
#endif
#if USE_FOG
#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
// Calculate exponential height fog
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z);