Disable Global SDF in Editor's asset viewports
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@@ -1004,15 +1004,20 @@ API_ENUM(Attributes="Flags") enum class ViewFlags : int64
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/// </summary>
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/// </summary>
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ContactShadows = 1 << 24,
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ContactShadows = 1 << 24,
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/// <summary>
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/// Shows/hides the Global Sign Distant Fields rendering.
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/// </summary>
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GlobalSDF = 1 << 25,
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/// <summary>
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/// <summary>
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/// Default flags for Game.
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/// Default flags for Game.
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/// </summary>
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/// </summary>
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DefaultGame = Reflections | DepthOfField | Fog | Decals | MotionBlur | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows,
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DefaultGame = Reflections | DepthOfField | Fog | Decals | MotionBlur | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | ContactShadows | GlobalSDF,
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/// <summary>
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/// <summary>
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/// Default flags for Editor.
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/// Default flags for Editor.
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/// </summary>
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/// </summary>
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DefaultEditor = Reflections | Fog | Decals | DebugDraw | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | EditorSprites | ContactShadows,
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DefaultEditor = Reflections | Fog | Decals | DebugDraw | SSR | AO | GI | DirectionalLights | PointLights | SpotLights | SkyLights | Shadows | SpecularLight | AntiAliasing | CustomPostProcess | Bloom | ToneMapping | EyeAdaptation | CameraArtifacts | LensFlares | EditorSprites | ContactShadows | GlobalSDF,
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/// <summary>
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/// <summary>
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/// Default flags for materials/models previews generating.
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/// Default flags for materials/models previews generating.
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@@ -345,7 +345,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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#endif
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#endif
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// Global SDF rendering (can be used by materials later on)
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// Global SDF rendering (can be used by materials later on)
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if (graphicsSettings->EnableGlobalSDF)
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if (graphicsSettings->EnableGlobalSDF && view.Flags & ViewFlags::GlobalSDF)
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{
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{
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GlobalSignDistanceFieldPass::BindingData bindingData;
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GlobalSignDistanceFieldPass::BindingData bindingData;
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GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingData);
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GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingData);
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