bevy/crates/bevy_pbr/src/render
Patrick Walton bcfc086f3d
Include the material bind group in the shadow batch set key. (#17738)
Right now, meshes aren't grouped together based on the bindless texture
slab when drawing shadows. This manifests itself as flickering in
Bistro. I believe that there are two causes of this:

1. Alpha masked shadows may try to sample from the wrong texture,
causing the alpha mask to appear and disappear.

2. Objects may try to sample from the blank textures that we pad out the
bindless slabs with, causing them to vanish intermittently.

This commit fixes the issue by including the material bind group ID as
part of the shadow batch set key, just as we do for the prepass and main
pass.
2025-02-08 07:43:45 +00:00
..
build_indirect_params.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
clustered_forward.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
fog.rs Weak handle migration (#17695) 2025-02-05 22:44:20 +00:00
fog.wgsl
forward_io.wgsl Add UV channel selection to StandardMaterial (#13200) 2024-05-13 18:23:09 +00:00
gpu_preprocess.rs Weak handle migration (#17695) 2025-02-05 22:44:20 +00:00
light.rs Include the material bind group in the shadow batch set key. (#17738) 2025-02-08 07:43:45 +00:00
mesh_bindings.rs Allow clippy::too_many_arguments to lint without warnings (#17249) 2025-01-09 07:26:15 +00:00
mesh_bindings.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
mesh_functions.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
mesh_preprocess.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
mesh_types.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
mesh_view_bindings.rs Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
mesh_view_bindings.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
mesh_view_types.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
mesh.rs Weak handle migration (#17695) 2025-02-05 22:44:20 +00:00
mesh.wgsl Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
mod.rs Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
morph.rs Type safe retained render world (#15756) 2024-10-10 18:47:04 +00:00
morph.wgsl Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572) 2024-05-31 17:02:28 +00:00
occlusion_culling.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
parallax_mapping.wgsl Fix meshlet shaders for bindless mode. (#16825) 2024-12-24 02:39:18 +00:00
pbr_ambient.wgsl
pbr_bindings.wgsl Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
pbr_fragment.wgsl Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
pbr_functions.wgsl Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
pbr_lighting.wgsl Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761) 2024-12-16 23:48:33 +00:00
pbr_prepass_functions.wgsl Implement bindless lightmaps. (#16653) 2024-12-16 23:37:06 +00:00
pbr_prepass.wgsl Update the prepass for the bindless lightmap changes. (#16855) 2024-12-17 19:21:12 +00:00
pbr_transmission.wgsl Update typos (#17126) 2025-01-03 17:44:26 +00:00
pbr_types.wgsl Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069) 2025-01-26 20:38:46 +00:00
pbr.wgsl Implement basic clustered decal projectors. (#17315) 2025-01-26 20:13:39 +00:00
reset_indirect_batch_sets.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
rgb9e5.wgsl
shadow_sampling.wgsl Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068) 2024-10-24 21:16:00 +00:00
shadows.wgsl Implement percentage-closer soft shadows (PCSS). (#13497) 2024-09-18 18:07:17 +00:00
skin.rs Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
skinning.wgsl Batch skinned meshes on platforms where storage buffers are available. (#16599) 2024-12-10 17:50:03 +00:00
utils.wgsl Per-meshlet compressed vertex data (#15643) 2024-10-08 18:42:55 +00:00
view_transformations.wgsl Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413) 2025-01-27 05:02:46 +00:00
wireframe.wgsl