Added low end shaders in StandardPBR_ShaderEnable.lua

main
antonmic 5 years ago
parent 8e4d0d73dc
commit f5e91c6e42

@ -29,26 +29,33 @@ function Process(context)
local depthPass = context:GetShaderByTag("DepthPass")
local shadowMap = context:GetShaderByTag("Shadowmap")
local forwardPassEDS = context:GetShaderByTag("ForwardPass_EDS")
local lowEndForwardEDS = context:GetShaderByTag("LowEndForward_EDS")
local depthPassWithPS = context:GetShaderByTag("DepthPass_WithPS")
local shadowMapWitPS = context:GetShaderByTag("Shadowmap_WithPS")
local forwardPass = context:GetShaderByTag("ForwardPass")
local lowEndForward = context:GetShaderByTag("LowEndForward")
if parallaxEnabled and parallaxPdoEnabled then
depthPass:SetEnabled(false)
shadowMap:SetEnabled(false)
forwardPassEDS:SetEnabled(false)
lowEndForwardEDS:SetEnabled(false)
depthPassWithPS:SetEnabled(true)
shadowMapWitPS:SetEnabled(true)
forwardPass:SetEnabled(true)
lowEndForward:SetEnabled(true)
else
depthPass:SetEnabled(opacityMode == OpacityMode_Opaque)
shadowMap:SetEnabled(opacityMode == OpacityMode_Opaque)
forwardPassEDS:SetEnabled((opacityMode == OpacityMode_Opaque) or (opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
lowEndForwardEDS:SetEnabled((opacityMode == OpacityMode_Opaque) or (opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))
depthPassWithPS:SetEnabled(opacityMode == OpacityMode_Cutout)
shadowMapWitPS:SetEnabled(opacityMode == OpacityMode_Cutout)
forwardPass:SetEnabled(opacityMode == OpacityMode_Cutout)
lowEndForward:SetEnabled(opacityMode == OpacityMode_Cutout)
end
context:GetShaderByTag("DepthPassTransparentMin"):SetEnabled((opacityMode == OpacityMode_Blended) or (opacityMode == OpacityMode_TintedTransparent))

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