Fix GlobalSDF sampling in materials to properly read far cascades

This commit is contained in:
Wojtek Figat
2024-06-06 12:10:44 +02:00
parent 96303e57ec
commit a232dac196
7 changed files with 14 additions and 23 deletions

View File

@@ -1206,11 +1206,8 @@ SerializedMaterialParam* ShaderGenerator::findParam(const String& shaderName)
{
SerializedMaterialParam& param = _parameters[i];
if (param.ShaderName == shaderName)
{
return &param;
}
}
return nullptr;
}
@@ -1235,9 +1232,7 @@ SerializedMaterialParam ShaderGenerator::findOrAddTexture(const Guid& id)
{
SerializedMaterialParam& param = _parameters[i];
if (!param.IsPublic && param.Type == MaterialParameterType::Texture && param.AsGuid == id)
{
return param;
}
}
// Create
@@ -1259,9 +1254,7 @@ SerializedMaterialParam ShaderGenerator::findOrAddNormalMap(const Guid& id)
{
SerializedMaterialParam& param = _parameters[i];
if (!param.IsPublic && param.Type == MaterialParameterType::NormalMap && param.AsGuid == id)
{
return param;
}
}
// Create
@@ -1283,9 +1276,7 @@ SerializedMaterialParam ShaderGenerator::findOrAddCubeTexture(const Guid& id)
{
SerializedMaterialParam& param = _parameters[i];
if (!param.IsPublic && param.Type == MaterialParameterType::CubeTexture && param.AsGuid == id)
{
return param;
}
}
// Create
@@ -1309,9 +1300,7 @@ SerializedMaterialParam ShaderGenerator::findOrAddSceneTexture(MaterialSceneText
{
SerializedMaterialParam& param = _parameters[i];
if (!param.IsPublic && param.Type == MaterialParameterType::SceneTexture && param.AsInteger == asInt)
{
return param;
}
}
// Create
@@ -1333,9 +1322,7 @@ SerializedMaterialParam& ShaderGenerator::findOrAddTextureGroupSampler(int32 ind
{
SerializedMaterialParam& param = _parameters[i];
if (!param.IsPublic && param.Type == MaterialParameterType::TextureGroupSampler && param.AsInteger == index)
{
return param;
}
}
// Create