fix diffuse lit effect not discarding transparency
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								Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
								
								
								
								
							
							
						
						
									
										
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								Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
								
								
								
								
							
										
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							|  | @ -98,6 +98,9 @@ float4 LightColor(float3 worldPosition, float3 worldNormal) | ||||||
| float4 WithoutNormalMap(PixelShaderInput input) : COLOR0 | float4 WithoutNormalMap(PixelShaderInput input) : COLOR0 | ||||||
| { | { | ||||||
|     float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); |     float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); | ||||||
|  | 
 | ||||||
|  |     if (tex.a == 0.0) { discard; } | ||||||
|  | 
 | ||||||
|     float3 normalWS = normalize(input.NormalWS); |     float3 normalWS = normalize(input.NormalWS); | ||||||
| 
 | 
 | ||||||
|     return tex * LightColor(input.PositionWS, normalWS); |     return tex * LightColor(input.PositionWS, normalWS); | ||||||
|  | @ -106,6 +109,9 @@ float4 WithoutNormalMap(PixelShaderInput input) : COLOR0 | ||||||
| float4 WithNormalMap(PixelShaderInput input) : COLOR0 | float4 WithNormalMap(PixelShaderInput input) : COLOR0 | ||||||
| { | { | ||||||
|     float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); |     float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); | ||||||
|  | 
 | ||||||
|  |     if (tex.a == 0.0) { discard; } | ||||||
|  | 
 | ||||||
|     float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS); |     float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS); | ||||||
| 
 | 
 | ||||||
|     return tex * LightColor(input.PositionWS, normalWS); |     return tex * LightColor(input.PositionWS, normalWS); | ||||||
|  |  | ||||||
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