chore(emat): auto detect terrain parallax#1545
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WalkthroughAdds a TRUE_PBR-gated branching in shaders to select between EnableParallax and legacy terrain-parallax (with THLandHasDisplacement fallback), introduces a global ExtraFeatureFlags bit for terrain displacement, toggles that bit from TerrainHelper, and renames one UI checkbox to "Enable Legacy Terrain". Changes
Sequence Diagram(s)sequenceDiagram
autonumber
participant TH as TerrainHelper (C++)
participant PF as Permutation Flags
participant FS as Fragment Shader (Lighting.hlsl)
rect rgba(245,250,240,0.6)
TH->>PF: Clear ExtraFeatureFlags bit6
note right of TH: iterate textures
alt any per-texture parallax found
TH->>PF: Set per-texture bits (0..5) and set bit6 (THLandHasDisplacement)
else none found
TH-->>PF: leave bit6 cleared
end
end
rect rgba(240,245,255,0.6)
FS->>PF: Read ExtraFeatureFlags + TRUE_PBR macro
alt TRUE_PBR defined
FS->>FS: Use EnableParallax path (mip, coords, shadow sampling)
else TRUE_PBR not defined
alt THLandHasDisplacement set
FS->>FS: Use terrain-with-displacement parallax path
else
FS->>FS: Use legacy EnableTerrainParallax path
end
end
end
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes Possibly related PRs
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Poem
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✨ Finishing touches
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
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package/Shaders/Lighting.hlsl (2)
1234-1238: LGTM! Conditional parallax check aligns PBR terrain with PBR materials.The conditional branching correctly differentiates terrain parallax handling: PBR terrain now checks
EnableParallax(consistent with non-terrain PBR at line 1146), while non-PBR terrain continues usingEnableTerrainParallax. This unifies parallax control for PBR materials.
2346-2350: LGTM! Parallax shadow logic mirrors the mip level computation pattern.The conditional branching for shadow calculations correctly mirrors the pattern introduced at lines 1234-1238, ensuring PBR terrain uses
EnableParallaxwhile non-PBR terrain usesEnableTerrainParallax.
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♻️ Duplicate comments (1)
package/Shaders/Lighting.hlsl (1)
2608-2612: Fix inconsistent spacing before opening brace (duplicate of line 2347 issue).Lines 2609 and 2611 have the same spacing issue as line 2347. Please apply consistent spacing before all opening braces.
Apply this diff to fix the spacing:
# if defined(TRUE_PBR) - if (SharedData::extendedMaterialSettings.EnableParallax) + if (SharedData::extendedMaterialSettings.EnableParallax) { # else - if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) + if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) { # endif
🧹 Nitpick comments (2)
package/Shaders/Lighting.hlsl (2)
2346-2350: Fix inconsistent spacing before opening brace.Line 2347 has
EnableParallax){with no space before the opening brace, while the surrounding code uses consistent spacing. This minor style inconsistency should be fixed for uniformity.Apply this diff to fix the spacing:
# if defined(TRUE_PBR) - if (SharedData::extendedMaterialSettings.EnableParallax){ + if (SharedData::extendedMaterialSettings.EnableParallax) { # else - if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)){ + if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) { # endif
1234-1238: Consider adding explanatory comments for the conditional logic.The fallback condition
EnableTerrainParallax || (EnableParallax && THLandHasDisplacement)is repeated three times but lacks explanation. Adding a brief comment at the first occurrence would improve code clarity and maintainability.For example:
# if defined(EMAT) # if defined(TRUE_PBR) if (SharedData::extendedMaterialSettings.EnableParallax) { # else + // Legacy terrain parallax: use EnableTerrainParallax or EnableParallax with displacement flag if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) { # endif
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
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🔇 Additional comments (1)
package/Shaders/Lighting.hlsl (1)
1234-1238: LGTM! Parallax logic correctly branches by TRUE_PBR.The conditional structure properly separates the PBR parallax path from the legacy terrain parallax path with THLandHasDisplacement fallback. The operator precedence is correct (
&binds tighter than&&), and the formatting is consistent.
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parallax (community-shaders#1636) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix cloud shadow setting saving --------- Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: ThePagi <32794457+ThePagi@users.noreply.github.com> 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Summary by CodeRabbit
New Features
UI