diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index d5db5e596136..58af18d001c4 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -440,6 +440,8 @@ void BaseMaterial3D::_update_shader() { case BLEND_MODE_MUL: code += "blend_mul"; break; + case BLEND_MODE_MAX: + break; // Internal value, skip. } DepthDrawMode ddm = depth_draw_mode; @@ -457,6 +459,8 @@ void BaseMaterial3D::_update_shader() { case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break; + case DEPTH_DRAW_MAX: + break; // Internal value, skip. } switch (cull_mode) { @@ -469,6 +473,8 @@ void BaseMaterial3D::_update_shader() { case CULL_DISABLED: code += ",cull_disabled"; break; + case CULL_MAX: + break; // Internal value, skip. } switch (diffuse_mode) { case DIFFUSE_BURLEY: @@ -486,6 +492,8 @@ void BaseMaterial3D::_update_shader() { case DIFFUSE_TOON: code += ",diffuse_toon"; break; + case DIFFUSE_MAX: + break; // Internal value, skip. } switch (specular_mode) { case SPECULAR_SCHLICK_GGX: @@ -503,6 +511,8 @@ void BaseMaterial3D::_update_shader() { case SPECULAR_DISABLED: code += ",specular_disabled"; break; + case SPECULAR_MAX: + break; // Internal value, skip. } if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) { code += ",sss_mode_skin"; @@ -567,7 +577,8 @@ void BaseMaterial3D::_update_shader() { code += "uniform float alpha_hash_scale;\n"; } // if alpha antialiasing isn't off, add in the edge variable - if (transparency != ALPHA_ANTIALIASING_OFF) { + if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && + (transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) { code += "uniform float alpha_antialiasing_edge;\n"; code += "uniform ivec2 albedo_texture_size;\n"; } @@ -595,6 +606,8 @@ void BaseMaterial3D::_update_shader() { case TEXTURE_CHANNEL_GRAYSCALE: { code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n"; } break; + case TEXTURE_CHANNEL_MAX: + break; // Internal value, skip. } code += "uniform float specular;\n"; @@ -758,6 +771,8 @@ void BaseMaterial3D::_update_shader() { code += "\tUV /= vec2(h_frames, v_frames);\n"; code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; } break; + case BILLBOARD_MAX: + break; // Internal value, skip. } if (flags[FLAG_FIXED_SIZE]) { @@ -930,6 +945,8 @@ void BaseMaterial3D::_update_shader() { case TEXTURE_CHANNEL_GRAYSCALE: { code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n"; } break; + case TEXTURE_CHANNEL_MAX: + break; // Internal value, skip. } if (flags[FLAG_UV1_USE_TRIPLANAR]) { @@ -1177,6 +1194,8 @@ void BaseMaterial3D::_update_shader() { case BLEND_MODE_MUL: { code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n"; } break; + case BLEND_MODE_MAX: + break; // Internal value, skip. } code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n"; @@ -1578,7 +1597,7 @@ void BaseMaterial3D::set_texture(TextureParam p_param, const Ref &p_t textures[p_param] = p_texture; RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID(); RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid); - if (p_param = TEXTURE_ALBEDO) { + if (p_param == TEXTURE_ALBEDO) { RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size, Vector2i(p_texture->get_width(), p_texture->get_height())); }