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automatic depth/shadow shaders for arbitrary materials #5896
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alice-i-cecile
added
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
labels
Sep 6, 2022
This seems to have gone stale. I propose we close this an open an issue for the feature. |
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Labels
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
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Objective
allow depth to be correctly calculated for all materials, including
StandardMaterial
s withAlphaMode::Mask
and materials with custom vertex/fragment shaders.Solution
builds on #5703
@builtin(position)
and anydiscard
s, 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: