Merge pull request #106592 from beicause/shader-fix-editor-mat-default

Shader: Fix the default behavior when mat uniforms are null
This commit is contained in:
Thaddeus Crews
2025-05-22 12:15:08 -05:00
2 changed files with 14 additions and 0 deletions

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@ -812,6 +812,13 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
} else if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, false);
} else if (E.value.type == ShaderLanguage::TYPE_MAT2) {
// mat uniforms are identity matrix by default.
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Transform2D(), data, false);
} else if (E.value.type == ShaderLanguage::TYPE_MAT3) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Basis(), data, false);
} else if (E.value.type == ShaderLanguage::TYPE_MAT4) {
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Projection(), data, false);
} else {
//else just zero it out
_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);