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-rw-r--r--scene/resources/sky_material.cpp21
1 files changed, 15 insertions, 6 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 065132516b..670ce152bd 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -74,8 +74,11 @@ float ProceduralSkyMaterial::get_sky_energy_multiplier() const {
void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {
sky_cover = p_sky_cover;
- RID tex_rid = p_sky_cover.is_valid() ? p_sky_cover->get_rid() : RID();
- RS::get_singleton()->material_set_param(_get_material(), "sky_cover", tex_rid);
+ if (p_sky_cover.is_valid()) {
+ RS::get_singleton()->material_set_param(_get_material(), "sky_cover", p_sky_cover->get_rid());
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), "sky_cover", Variant());
+ }
}
Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const {
@@ -365,8 +368,11 @@ ProceduralSkyMaterial::~ProceduralSkyMaterial() {
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
panorama = p_panorama;
- RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
- RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid);
+ if (p_panorama.is_valid()) {
+ RS::get_singleton()->material_set_param(_get_material(), "source_panorama", p_panorama->get_rid());
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), "source_panorama", Variant());
+ }
}
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
@@ -558,8 +564,11 @@ bool PhysicalSkyMaterial::get_use_debanding() const {
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
night_sky = p_night_sky;
- RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID();
- RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid);
+ if (p_night_sky.is_valid()) {
+ RS::get_singleton()->material_set_param(_get_material(), "night_sky", p_night_sky->get_rid());
+ } else {
+ RS::get_singleton()->material_set_param(_get_material(), "night_sky", Variant());
+ }
}
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {