e2002e
e2002e
Same than for the water_ssr branch, I've deleted changes on top of commited changes, that's why original files appear on the changes list.
Ok, I did not manage the commit list as well as with the water pass pull request, but it's readable.
It is fixed for me. The last Issue i'd like to deal with is about tesselation active and a translucent material with no textures. Also I changed the title since...
I don't get it why sample light is called inside make_mesh and make_clusters when there is a deferred_light_frag.glsl that seems to do the work. I tried deleting the statements from...
Ok, but the translucents materials are calling make_forward_base() even though the deferred renderer is used. Should it not check for rp_renderer before writing sampleLight() to the shader ?
So I understand translucent is treated apart from the other shaders when using deferred renderer. I don't get it why the written shader has precedence over the deffered_light_frag.glsl, I did...
> > I don't get it why sample light is called inside make_mesh and make_clusters when there is a deferred_light_frag.glsl that seems to do the work. > > Because there...
Ok, got it ! Also I'd like to raise the matter about IOR, which seems uneffective.
> > Also I'd like to raise the matter about IOR, which seems uneffective. > > Can you please elaborate? If you are talking about the IOR input of one...
> Sorry for my late answer, the linked issue is specifically about the refraction shader node, but in general there currently is no refraction support independent of the shader node...