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Fix SDFGI being used in unshaded debug draw #91344

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merged 1 commit into from
May 1, 2024

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tactical-fluke
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@tactical-fluke tactical-fluke commented Apr 30, 2024

fixes #62758

Simply disables the using of SDFGI if the viewport draw mode is unshaded

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@tactical-fluke tactical-fluke requested a review from a team as a code owner April 30, 2024 03:31
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this feels like a bit of a hack, and like it should belong elsewhere. It seems to work, but I'm not entirely sure on what cases I should test.

Moreover, I'd appreciate if someone far more familiar with the code base could point me potentially towards a better place to fix this, if there is one :)

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Calinou commented Apr 30, 2024

this feels like a bit of a hack, and like it should belong elsewhere. It seems to work, but I'm not entirely sure on what cases I should test.

Technically, this approach is more correct as it'll also improve performance (as opposed to skipping SDFGI sampling in the shader, which will not skip SDFGI generation).

See #89253 which took a similar approach (with the original approach being split to #89235).

@akien-mga akien-mga added the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label May 1, 2024
@akien-mga akien-mga merged commit 7733ecd into godotengine:master May 1, 2024
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Thanks! And congrats for your first merged Godot contribution 🎉

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Vulkan: SDFGI is still drawn when the unshaded debug draw mode is enabled
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