Fixed: Water texture missing throughout the map in BR on Android

#rb peter.sauerbrei

[CL 21864603 by dmitriy dyomin in ue5-main branch]
This commit is contained in:
dmitriy dyomin
2022-09-07 18:03:53 -04:00
parent f7d406cedb
commit 12eb52b317
3 changed files with 8 additions and 6 deletions

View File

@@ -17,7 +17,7 @@ class FShaderFormatGLSL : public IShaderFormat
enum
{
/** Version for shader format, this becomes part of the DDC key. */
UE_SHADER_GLSL_VER = 105,
UE_SHADER_GLSL_VER = 106,
};
void CheckFormat(FName Format) const

View File

@@ -21,8 +21,8 @@ class FShaderFormatVulkan : public IShaderFormat
{
enum
{
UE_SHADER_VULKAN_ES3_1_VER = 35,
UE_SHADER_VULKAN_SM5_VER = 35,
UE_SHADER_VULKAN_ES3_1_VER = 36,
UE_SHADER_VULKAN_SM5_VER = 36,
};
int32 InternalGetVersion(FName Format) const

View File

@@ -5589,10 +5589,12 @@ void GlobalBeginCompileShader(
if (bUsingMobileRenderer)
{
Input.Environment.SetDefine(TEXT("SHADING_PATH_MOBILE"), 1);
if (IsMobileDeferredShadingEnabled((EShaderPlatform)Target.Platform))
{
Input.Environment.SetDefine(TEXT("MOBILE_DEFERRED_SHADING"), 1);
const bool bMobileDeferredShading = IsMobileDeferredShadingEnabled((EShaderPlatform)Target.Platform);
Input.Environment.SetDefine(TEXT("MOBILE_DEFERRED_SHADING"), bMobileDeferredShading ? 1 : 0);
if (bMobileDeferredShading)
{
bool bGLESDeferredShading = Target.Platform == SP_OPENGL_ES3_1_ANDROID;
Input.Environment.SetDefine(TEXT("USE_GLES_FBF_DEFERRED"), bGLESDeferredShading ? 1 : 0);
Input.Environment.SetDefine(TEXT("MOBILE_EXTENDED_GBUFFER"), MobileUsesExtenedGBuffer((EShaderPlatform)Target.Platform) ? 1 : 0);