more misc cleanup, including cutting down on sampling the pbrconfigmap by filling that out first, and drawing the smooth and metal vars from it, and filling out an ao var in case folks wanna use that later, as well as a bit more doubled up functionality prune-down. still tracing why forward lit seems to have lost the map config feature

This commit is contained in:
AzaezelX 2019-10-23 20:38:13 -05:00
parent ad216abc02
commit 8fac88dadc
11 changed files with 38 additions and 31 deletions

View file

@ -444,18 +444,14 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
if (mStages[stageNum].getTex(MFT_PBRConfigMap))
{
fd.features.addFeature(MFT_PBRConfigMap);
if (mStages[stageNum].getTex(MFT_PBRConfigMap)->mHasTransparency)
fd.features.addFeature(MFT_GlowMap);
}
else
fd.features.addFeature(MFT_PBRConfigVars);
if( fd.features[ MFT_PBRConfigMap ] )
{
// Check for an alpha channel on the PBR Config map. If it has one (and it
// has values less than 255) than the artist has put the glow map into
// the alpha channel.
if( mStages[stageNum].getTex( MFT_PBRConfigMap )->mHasTransparency )
fd.features.addFeature( MFT_GlowMap );
}
// Deferred Shading : Material Info Flags
fd.features.addFeature(MFT_MatInfoFlags);
if ( mMaterial->mAccuEnabled[stageNum] )
{