Add required shader defs for environment map binding arrays in deferred (#18634)

# Objective

Fixes #18468

## Solution

Missing shader defs caused shader compilation failure.
This commit is contained in:
charlotte 2025-03-31 11:07:54 -07:00 committed by François Mockers
parent d9c62c043e
commit 4ddab0af39

View File

@ -345,6 +345,10 @@ impl SpecializedRenderPipeline for DeferredLightingLayout {
} else if shadow_filter_method == MeshPipelineKey::SHADOW_FILTER_METHOD_TEMPORAL {
shader_defs.push("SHADOW_FILTER_METHOD_TEMPORAL".into());
}
if self.mesh_pipeline.binding_arrays_are_usable {
shader_defs.push("MULTIPLE_LIGHT_PROBES_IN_ARRAY".into());
shader_defs.push("MULTIPLE_LIGHTMAPS_IN_ARRAY".into());
}
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
shader_defs.push("SIXTEEN_BYTE_ALIGNMENT".into());