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author | Arman Elgudzhyan <48544263+puchik@users.noreply.github.com> | 2023-06-03 07:56:47 -0700 |
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committer | Arman Elgudzhyan <48544263+puchik@users.noreply.github.com> | 2023-06-03 07:56:47 -0700 |
commit | 7bcc8491434d68d978e853932c5d66e343b5046f (patch) | |
tree | b0b3490d3551e8b0cba83b6970bfc8c37e47b6d6 /platform/ios/export/export_plugin.cpp | |
parent | 543750a1b3f5696f9ba8e91cb49dc7db05d2ae62 (diff) | |
download | redot-engine-7bcc8491434d68d978e853932c5d66e343b5046f.tar.gz |
Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
Diffstat (limited to 'platform/ios/export/export_plugin.cpp')
0 files changed, 0 insertions, 0 deletions