Attempt to fix remaining transparency issues
All transparency-related config has been reverted back to how it was in 2020.3 for maximum compatibility. This is not ideal for HDR but we will figure something out. In HDR, transparent AC objects must be marked with model-transparent or model-combined-transparent. glTF objects are automatically assigned the correct Effects.
This commit is contained in:
parent
1e66c4104a
commit
fcf46b39d8
3 changed files with 129 additions and 70 deletions
|
@ -1,9 +1,126 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
Legacy Effect for Project Rembrandt.
|
||||
It's kept for backwards compatibility and should not be used on new projects.
|
||||
-->
|
||||
<PropertyList>
|
||||
<name>Effects/model-combined-transparent</name>
|
||||
<inherits-from>Effects/model-transparent</inherits-from>
|
||||
</PropertyList>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
Legacy Effect for Project Rembrandt.
|
||||
It's kept for backwards compatibility and should not be used on new projects.
|
||||
-->
|
||||
<PropertyList>
|
||||
<name>Effects/model-combined-transparent</name>
|
||||
<inherits-from>Effects/model-combined</inherits-from>
|
||||
|
||||
<technique n="107">
|
||||
<scheme>hdr-geometry</scheme>
|
||||
</technique>
|
||||
<technique n="117">
|
||||
<scheme>hdr-shadow</scheme>
|
||||
</technique>
|
||||
<technique n="127">
|
||||
<scheme>hdr-forward</scheme>
|
||||
<pass>
|
||||
<!-- Reverse floating point depth buffer -->
|
||||
<depth>
|
||||
<function>gequal</function>
|
||||
<near>1.0</near>
|
||||
<far>0.0</far>
|
||||
<write-mask>false</write-mask>
|
||||
</depth>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type><use>texture[0]/type</use></type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>8</unit>
|
||||
<image><use>texture[8]/image</use></image>
|
||||
<type><use>texture[8]/type</use></type>
|
||||
<filter><use>texture[8]/filter</use></filter>
|
||||
<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
|
||||
<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[8]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<blend>1</blend>
|
||||
<rendering-hint>transparent</rendering-hint>
|
||||
<cull-face><use>cull-face</use></cull-face>
|
||||
<program>
|
||||
<vertex-shader>Shaders/HDR/model_transparent.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
|
||||
<fragment-shader>Shaders/HDR/model_transparent.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
|
||||
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>color_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>color_mode</name>
|
||||
<type>int</type>
|
||||
<value><use>material/color-mode</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>material_diffuse</name>
|
||||
<type>float-vec4</type>
|
||||
<value><use>material/diffuse</use></value>
|
||||
</uniform>
|
||||
<!-- shadows.glsl -->
|
||||
<uniform>
|
||||
<name>shadow_tex</name>
|
||||
<type>sampler-2d-shadow</type>
|
||||
<value type="int">10</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>debug_shadow_cascades</name>
|
||||
<type>bool</type>
|
||||
<value><use>show-shadow-cascades</use></value>
|
||||
</uniform>
|
||||
<!-- ibl.glsl -->
|
||||
<uniform>
|
||||
<name>dfg_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">8</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>prefiltered_envmap_tex</name>
|
||||
<type>sampler-cube</type>
|
||||
<value type="int">9</value>
|
||||
</uniform>
|
||||
<!-- aerial_perspective.glsl -->
|
||||
<uniform>
|
||||
<name>aerial_perspective_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">11</value>
|
||||
</uniform>
|
||||
<!-- sun.glsl -->
|
||||
<uniform>
|
||||
<name>transmittance_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">12</value>
|
||||
</uniform>
|
||||
<!-- exposure.glsl -->
|
||||
<uniform>
|
||||
<name>lum_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">14</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>exposure_compensation</name>
|
||||
<type>float</type>
|
||||
<value><use>exposure-compensation</use></value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -12,11 +12,6 @@
|
|||
<!-- DIFFUSE -->
|
||||
</material>
|
||||
<material-id>0</material-id>
|
||||
<render-bin>
|
||||
<bin-number>1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<write-depth type="bool">true</write-depth>
|
||||
<!-- BEGIN fog include -->
|
||||
<visibility><use>/environment/ground-visibility-m</use></visibility>
|
||||
<avisibility><use>/environment/visibility-m</use></avisibility>
|
||||
|
@ -92,9 +87,6 @@
|
|||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<depth>
|
||||
<write-mask><use>write-depth</use></write-mask>
|
||||
</depth>
|
||||
<material>
|
||||
<active><use>material/active</use></active>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
|
@ -111,10 +103,7 @@
|
|||
</blend>
|
||||
<shade-model><use>shade-model</use></shade-model>
|
||||
<cull-face><use>cull-face</use></cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<rendering-hint><use>rendering-hint</use></rendering-hint>
|
||||
<texture-unit>
|
||||
<!-- The texture unit is always active because the shaders expect
|
||||
that. -->
|
||||
|
@ -415,9 +404,6 @@
|
|||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<depth>
|
||||
<write-mask><use>write-depth</use></write-mask>
|
||||
</depth>
|
||||
<material>
|
||||
<active>
|
||||
<use>material/active</use>
|
||||
|
@ -458,10 +444,7 @@
|
|||
<cull-face>
|
||||
<use>cull-face</use>
|
||||
</cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<rendering-hint><use>rendering-hint</use></rendering-hint>
|
||||
<texture-unit>
|
||||
<!-- The texture unit is always active because the shaders expect
|
||||
that. -->
|
||||
|
@ -626,10 +609,7 @@
|
|||
<cull-face>
|
||||
<use>cull-face</use>
|
||||
</cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<rendering-hint><use>rendering-hint</use></rendering-hint>
|
||||
<texture-unit>
|
||||
<active>
|
||||
<use>texture[0]/active</use>
|
||||
|
|
|
@ -4,12 +4,6 @@
|
|||
<inherits-from>Effects/model-default</inherits-from>
|
||||
|
||||
<parameters>
|
||||
<render-bin>
|
||||
<bin-number>111</bin-number>
|
||||
<bin-name>DepthSortedBin</bin-name>
|
||||
</render-bin>
|
||||
<write-depth type="bool">false</write-depth>
|
||||
<rendering-hint>transparent</rendering-hint>
|
||||
<!-- ibl.glsl -->
|
||||
<texture n="8">
|
||||
<image>Textures/PBR/dfg_lut.dds</image>
|
||||
|
@ -26,38 +20,6 @@
|
|||
</exposure-compensation>
|
||||
</parameters>
|
||||
|
||||
<!-- Place objects in render bin 111 (frontmost transparent objects).
|
||||
|
||||
Remark: <render-bin> parameter is not set in Effects/model-default
|
||||
to allow adjusting the bin based on material alpha. -->
|
||||
<technique n="5">
|
||||
<!-- ALS -->
|
||||
<pass>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="11">
|
||||
<!-- Non-ALS shaders -->
|
||||
<pass>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="13">
|
||||
<!-- Fallback (no shaders) -->
|
||||
<pass>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="108">
|
||||
<scheme>hdr-geometry</scheme>
|
||||
</technique>
|
||||
|
|
Loading…
Add table
Reference in a new issue