Fix terrain shader compilation regression

This commit is contained in:
Wojtek Figat
2024-09-22 11:28:26 +02:00
parent c943b3a526
commit da5570e89f
3 changed files with 5 additions and 4 deletions

View File

@@ -3,6 +3,7 @@
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
#define LoadObjectFromCB(var) var = GetObject()
@3
// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
#define USE_SMOOTH_LOD_TRANSITION 1
@@ -162,8 +163,6 @@ ObjectData GetObject()
return object;
}
#define LoadObjectFromCB(var) var = GetObject()
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);

BIN
Content/Engine/DefaultTerrainMaterial.flax (Stored with Git LFS)

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@@ -119,6 +119,7 @@ ObjectData LoadObject(Buffer<float4> objectsBuffer, uint objectIndex)
return object;
}
#ifndef LoadObjectFromCB
// Loads the object data from the constant buffer into the variable
#define LoadObjectFromCB(var) \
var = (ObjectData)0; \
@@ -129,6 +130,7 @@ ObjectData LoadObject(Buffer<float4> objectsBuffer, uint objectIndex)
var.WorldDeterminantSign = WorldDeterminantSign; \
var.LODDitherFactor = LODDitherFactor; \
var.LightmapArea = LightmapArea;
#endif
// Material properties
struct Material