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Fix specular render_mode for visual shaders #41533

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merged 1 commit into from
Sep 3, 2020

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Chaosus
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@Chaosus Chaosus commented Aug 26, 2020

Seems like "disabled" specular render mode should be first in order to correct processing, this may change the specular modes for existed visual shaders, but this will fix schlick_ggx specular mode...
Fix #41525

PS. I think documentation is wrong and the default specular mode is "specular_disabled"

@Chaosus Chaosus added this to the 4.0 milestone Aug 26, 2020
@Chaosus Chaosus requested a review from clayjohn August 26, 2020 10:38
@Chaosus Chaosus added cherrypick:3.x Considered for cherry-picking into a future 3.x release and removed cherrypick:3.x Considered for cherry-picking into a future 3.x release labels Aug 26, 2020
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I am worried that there are other places that rely on the order of render modes to work properly.

Plus this change just makes it so that specular_mode_disabled can't be used.

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Chaosus commented Aug 28, 2020

Alright - I did it another way(less elegant but fully backward compatible):
test

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Chaosus commented Aug 28, 2020

@clayjohn recheck again

Plus this change just makes it so that specular_mode_disabled can't be used.

As I noted - It's used by default and can be omitted

@akien-mga akien-mga merged commit 1956c7a into godotengine:master Sep 3, 2020
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Thanks!

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Visual Shader does not display Specular reflection from light source
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