Do not use MSAA versions of textures on debug views.

This commit is contained in:
Dario 2024-05-10 14:01:58 -03:00
parent 2ba22d1554
commit a3ecc86f47

View file

@ -3575,11 +3575,11 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RID RenderForwardClustered::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
return p_render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? rb_data->get_normal_roughness() : rb_data->get_normal_roughness_msaa();
return rb_data->get_normal_roughness();
}
RID RenderForwardClustered::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
return p_render_buffers->get_velocity_buffer(p_render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED);
return p_render_buffers->get_velocity_buffer(false);
}
void RenderForwardClustered::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {