Fix SDFGI ignoring visual layers of geometry instances
This commit is contained in:
parent
2759cbdc6c
commit
d5ebd33d72
1 changed files with 1 additions and 1 deletions
|
|
@ -3179,7 +3179,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
|
|||
}
|
||||
}
|
||||
} else if ((1 << base_type) & RSE::INSTANCE_GEOMETRY_MASK) {
|
||||
if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
|
||||
if ((idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) && (cull_data.visible_layers & idata.layer_mask)) {
|
||||
cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
|
||||
mesh_visible = true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue