diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h index 55398accb..edfc19867 100644 --- a/Source/Engine/Graphics/Enums.h +++ b/Source/Engine/Graphics/Enums.h @@ -1004,15 +1004,20 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : int64 /// ContactShadows = 1 << 24, + /// + /// Shows/hides the Global Sign Distant Fields rendering. + /// + GlobalSDF = 1 << 25, + /// /// Default flags for Game. /// - DefaultGame = Reflections | DepthOfField | Fog | Decals | MotionBlur | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows, + DefaultGame = Reflections | DepthOfField | Fog | Decals | MotionBlur | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows | GlobalSDF, /// /// Default flags for Editor. /// - DefaultEditor = Reflections | Fog | Decals | DebugDraw | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | EditorSprites | ContactShadows, + DefaultEditor = Reflections | Fog | Decals | DebugDraw | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | EditorSprites | ContactShadows | GlobalSDF, /// /// Default flags for materials/models previews generating. diff --git a/Source/Engine/Renderer/Renderer.cpp b/Source/Engine/Renderer/Renderer.cpp index e59694ecd..0c04ae62f 100644 --- a/Source/Engine/Renderer/Renderer.cpp +++ b/Source/Engine/Renderer/Renderer.cpp @@ -345,7 +345,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext) #endif // Global SDF rendering (can be used by materials later on) - if (graphicsSettings->EnableGlobalSDF) + if (graphicsSettings->EnableGlobalSDF && view.Flags & ViewFlags::GlobalSDF) { GlobalSignDistanceFieldPass::BindingData bindingData; GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingData);