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If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems). |
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.. | ||
effects | ||
environment | ||
forward_clustered | ||
forward_mobile | ||
shaders | ||
spirv-reflect | ||
storage_rd | ||
cluster_builder_rd.cpp | ||
cluster_builder_rd.h | ||
framebuffer_cache_rd.cpp | ||
framebuffer_cache_rd.h | ||
pipeline_cache_rd.cpp | ||
pipeline_cache_rd.h | ||
renderer_canvas_render_rd.cpp | ||
renderer_canvas_render_rd.h | ||
renderer_compositor_rd.cpp | ||
renderer_compositor_rd.h | ||
renderer_scene_render_rd.cpp | ||
renderer_scene_render_rd.h | ||
SCsub | ||
shader_rd.cpp | ||
shader_rd.h | ||
uniform_set_cache_rd.cpp | ||
uniform_set_cache_rd.h |