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Fix SDFGI being used in unshaded debug draw
Fixes godotengine#62758
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servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1706,7 +1706,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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if (p_render_data->environment.is_valid()) {
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if (environment_get_sdfgi_enabled(p_render_data->environment)) {
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if (environment_get_sdfgi_enabled(p_render_data->environment) && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
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using_sdfgi = true;
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}
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if (environment_get_ssr_enabled(p_render_data->environment)) {

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