mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
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:
parent
ad216abc02
commit
8fac88dadc
11 changed files with 38 additions and 31 deletions
|
|
@ -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] )
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue