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Include the material bind group in the shadow batch set key.
Right now, meshes aren't grouped together based on the bindless texture slab when drawing shadows. This manifests itself as flickering in Bistro. I believe that there are two causes of this: 1. Alpha masked shadows may try to sample from the wrong texture, causing the alpha mask to appear and disappear. 2. Objects may try to sample from the blank textures that we pad out the bindless slabs with, causing them to vanish intermittently. This commit fixes the issue by including the material bind group ID as part of the shadow batch set key, just as we do for the prepass and main pass.
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