Shader: Fix the default behavior when mat uniforms are null

This commit is contained in:
LuoZhihao 2025-05-21 13:28:39 +08:00
parent 34f005d810
commit 4621d3e1f4
2 changed files with 14 additions and 0 deletions

View file

@ -779,6 +779,13 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
} else if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
} else if (E.value.type == ShaderLanguage::TYPE_MAT2) {
// mat uniforms are identity matrix by default.
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Transform2D(), data);
} else if (E.value.type == ShaderLanguage::TYPE_MAT3) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Basis(), data);
} else if (E.value.type == ShaderLanguage::TYPE_MAT4) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Projection(), data);
} else {
//else just zero it out
_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);

View file

@ -812,6 +812,13 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
} else if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, false);
} else if (E.value.type == ShaderLanguage::TYPE_MAT2) {
// mat uniforms are identity matrix by default.
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Transform2D(), data, false);
} else if (E.value.type == ShaderLanguage::TYPE_MAT3) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Basis(), data, false);
} else if (E.value.type == ShaderLanguage::TYPE_MAT4) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Projection(), data, false);
} else {
//else just zero it out
_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);