automatic depth/shadow shaders for arbitrary materials#5896
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robtfm wants to merge 17 commits intobevyengine:mainfrom
Closed
automatic depth/shadow shaders for arbitrary materials#5896robtfm wants to merge 17 commits intobevyengine:mainfrom
robtfm wants to merge 17 commits intobevyengine:mainfrom
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This seems to have gone stale. I propose we close this an open an issue for the feature. |
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Objective
allow depth to be correctly calculated for all materials, including
StandardMaterials withAlphaMode::Maskand materials with custom vertex/fragment shaders.Solution
builds on #5703
@builtin(position)and anydiscards, then returns a suitable pipeline using the new shadersnote:
ShadowViewGroup(e.g. shadow maps) on the critical path to a discard, will cause the depth pipeline builder to fail- using atomics will fail as i haven't really thought about what they mean for pruning yet - do people ever use atomics outside of compute shaders?yes, people use atomics. added an initial prune implementation, not tested thoughtodo: