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Prepass cleanup #1
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Couple of nits, but otherwise looks good.
|| key.contains(MeshPipelineKey::ALPHA_MASK) | ||
{ | ||
let frag_shader_handle = if let Some(handle) = &self.material_fragment_shader { | ||
handle.clone() | ||
} else { | ||
info!("no frag"); | ||
DEPTH_PREPASS_SHADER_HANDLE.typed::<Shader>() | ||
warn!("Missing Material::prepass_fragment_shader() for material with UUID {}. Rendering may be incorrect.", M::TYPE_UUID); |
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Oh, my old info log was just for debugging stuff. I'm not sure it's actually a mistake to not specify a custom prepass shader. Or at least, I'm not sure it deserves a warn, people just writing some simple materials shouldn't need to think about this I think. Maybe just log it as a trace instead?
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Yeah I'm not sure about this either. The shader/material stuff isn't clear to me, so I don't know if this is actually ever going to be a problem. We discussed issues with custom materials overwriting fragment/vertex shaders, and how that plays into writing normals, and how that interacts with alpha masks, but yeah. I'm not sure.
…3905) # Objective - first part of bevyengine#13900 ## Solution - split `check_light_mesh_visibility `into `check_dir_light_mesh_visibility `and `check_point_light_mesh_visibility` for better review
DEPTH_PREPASS_FORMAT
toPREPASS_FORMAT
inprepass.rs
. I'm not sure I understand what the depth stencil texture is used for.