Clay John

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@akien-mga @aaronfranke Thank you both for reviewing! All of your comments should be addressed now

We need to re-evaluate the ``ambient_light_disabled`` render mode as in 3.x all it does is disable contributions from the sky radiance and irradiance map. It doesn't disable all ambient light....

Looks great, thanks! And congratulations on your first merged contribution!

We discussed this in today's PR review meeting. The main idea has been approved for implementation but the consensus was to expose the feature a little bit differently. Instead of...

You can add the conditional by adding a ``usage_define`` to the shader, here is how it is added for ``NORMAL`` in the clustered renderer: https://github.com/godotengine/godot/blob/b6d102c7c2d5e9f39f368bf1ebc91a48bf762c42/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp#L717 You would just have to...

I'm not sure I agree, exposing both ``DEPTH`` and ``LINEAR_DEPTH`` seems like it will be confusing to users (especially since both can be set, but then ``DEPTH`` will silently be...

> Do you agree that not receiving shadow (correctly) in case of depth writing shaders is actually a bug? > I think fixing this at least for the DEPTH case...

> Okay, I will resolve, rebase and squash it tomorrow, so this will be ready. The GLES3 addition will be commented out, since I could not test it (there was...

Does the issue go away if you add padding to the edge of the texture? You'll probably need 8 pixels or so as it looks like mipmapping is causing pixels...

If you want mipmapping enabled you can use padding to avoid this type of issue. If you don't care about mipmapping you can turn it off in the project settings...