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shader_prepass example panics #7879
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I believe this will be fixed by #7878. .add_plugin(MaterialPlugin::<PrepassOutputMaterial> {
// This material only needs to read the prepass textures,
// but the meshes using it should not contribute to the prepass render, so we can disable it.
prepass_enabled: false,
..default()
}) This disables the |
I can confirm that the example does now work on my machine when using #7878. The dependency on the disabled |
Shfty
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Mar 19, 2023
…yengine#7878) # Objective Unfortunately, there are three issues with my changes introduced by bevyengine#7784. 1. The changes left some dead code. This is already taken care of here: bevyengine#7875. 2. Disabling prepass causes failures because the shadow mapping relies on the `PrepassPlugin` now. 3. Custom materials use the `prepass.wgsl` shader, but this does not always define a fragment entry point. This PR fixes 2. and 3. and resolves bevyengine#7879. ## Solution - Add a regression test with disabled prepass. - Split `PrepassPlugin` into two plugins: - `PrepassPipelinePlugin` contains the part that is required for the shadow mapping to work and is unconditionally added. - `PrepassPlugin` now only adds the systems and resources required for the "real" prepasses. - Add a noop fragment entry point to `prepass.wgsl`, used if `NORMAL_PASS` is not defined. Co-authored-by: Edgar Geier <geieredgar@gmail.com>
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Bevy version
main
bisected to #7784
Relevant system information
What you did
cargo run --example shader_prepass
What went wrong
The text was updated successfully, but these errors were encountered: