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This fixes this bug in the GLES3 implementation of shadow to opacity:
You can test this with this shader:
Shadow to opacity is used in AR applications to render transparent geometry where there is geometry in real life. Think of a table or wall or anything like that. We render this geometry in the Opaque pass but with transparency based on how much in shadow we are.
We don't have access to
ambient_light
during depth passes or shadow passes hence the error. The fix now excludes our lighting check and alpha scissor check during depth/shadow pass which is correct behaviour. This allows for real live geometry to be visible through passthrough, accurately occlude other virtual geometry and casing shadows on virtual geometry.