bevy/crates/bevy_pbr/src
Patrick Walton 846757cb38
Make the prepass shader compile when lightmaps are present. (#13402)
Commit 3f5a090b1b added a reference to
`STANDARD_MATERIAL_FLAGS_BASE_COLOR_UV_BIT`, a nonexistent identifier,
in the alpha discard portion of the prepass shader. Moreover, the logic
didn't make sense to me. I think the code was trying to choose between
the two UV sets depending on which is present, so I made it do that.

I noticed this when trying Bistro with #13277. I'm not sure why this
issue didn't manifest itself before, but it's clearly a bug, so here's a
fix. We should probably merge this before 0.14.
2024-05-18 22:28:31 +00:00
..
deferred Remove unnecessary .view_layouts (#13394) 2024-05-16 19:12:36 +00:00
light Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) 2024-05-16 17:13:18 +00:00
light_probe Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031) 2024-05-05 22:57:05 +00:00
lightmap Generate MeshUniforms on the GPU via compute shader where available. (#12773) 2024-04-10 05:33:32 +00:00
meshlet Remove unnecessary .view_layouts (#13394) 2024-05-16 19:12:36 +00:00
prepass Skip redundant mesh_position_local_to_world call in vertex prepass shader (#13158) 2024-05-14 16:31:58 +00:00
render Make the prepass shader compile when lightmaps are present. (#13402) 2024-05-18 22:28:31 +00:00
ssao Add Debug derive for ScreenSpaceAmbientOcclusionSettings struct (#13387) 2024-05-16 11:29:34 +00:00
volumetric_fog Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) 2024-05-16 17:13:18 +00:00
bundle.rs Implement clone for most bundles. (#12993) 2024-04-16 16:37:09 +00:00
extended_material.rs Add missing Default impl to ExtendedMaterial. (#13008) 2024-04-18 12:57:14 +00:00
fog.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
lib.rs Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) 2024-05-16 17:13:18 +00:00
material.rs Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916) 2024-05-03 00:11:35 +00:00
parallax.rs bevy_reflect: FromReflect Ergonomics Implementation (#6056) 2023-06-29 01:31:34 +00:00
pbr_material.rs Add emissive_exposure_weight to the StandardMaterial (#13350) 2024-05-17 13:49:53 +00:00
wireframe.rs Use WireframeColor to override global color (#13034) 2024-04-20 13:59:12 +00:00