Fix: EEVEE-Next: Undefined behavior with only diffuse material
Diffuse materials still needs the feedback buffer for correct horizon scan.
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@@ -620,7 +620,7 @@ void DeferredLayer::render(View &main_view,
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/* The first pass will never have any surfaces behind it. Nothing is refracted except the
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* environment. So in this case, disable tracing and fallback to probe. */
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bool do_screen_space_refraction = !is_first_pass && (closure_bits_ & CLOSURE_REFRACTION);
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bool do_screen_space_reflection = (closure_bits_ & CLOSURE_REFLECTION);
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bool do_screen_space_reflection = (closure_bits_ & (CLOSURE_REFLECTION | CLOSURE_DIFFUSE));
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eGPUTextureUsage usage_rw = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_SHADER_WRITE;
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if (do_screen_space_reflection) {
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