Fix Blend Mode on Terrain materials to be unenviable due to not implemented

#4056
This commit is contained in:
2026-04-18 23:44:21 +02:00
parent 36157fb01e
commit 641f70d4ac
3 changed files with 10 additions and 18 deletions
@@ -3,7 +3,6 @@
#pragma once
#include "MaterialShader.h"
#include "Engine/Core/Math/Rectangle.h"
#include "Engine/Core/Types/Span.h"
#include "Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
@@ -150,21 +150,6 @@ bool TerrainMaterialShader::Load()
}
#endif
// Support blending but then use only emissive channel
switch (_info.BlendMode)
{
case MaterialBlendMode::Transparent:
psDesc.BlendMode = BlendingMode::AlphaBlend;
break;
case MaterialBlendMode::Additive:
psDesc.BlendMode = BlendingMode::Additive;
break;
case MaterialBlendMode::Multiply:
psDesc.BlendMode = BlendingMode::Multiply;
break;
default: ;
}
// GBuffer Pass
psDesc.VS = _shader->GetVS("VS");
psDesc.PS = _shader->GetPS("PS_GBuffer");
@@ -185,7 +170,6 @@ bool TerrainMaterialShader::Load()
// Depth Pass
psDesc.CullMode = CullMode::TwoSided;
psDesc.BlendMode = BlendingMode::Opaque;
psDesc.DepthClipEnable = false;
psDesc.DepthWriteEnable = true;
psDesc.DepthEnable = true;