diff --git a/Runtime/Graphics/CModelBoo.cpp b/Runtime/Graphics/CModelBoo.cpp index a004b78c7..64b9ea74a 100644 --- a/Runtime/Graphics/CModelBoo.cpp +++ b/Runtime/Graphics/CModelBoo.cpp @@ -578,7 +578,7 @@ static EExtendedShader ResolveExtendedShader(const MaterialSet::Material& data, if (intermediateExtended == EExtendedShader::Lighting) { /* Transform lighting into thermal cold if the thermal visor is active */ if (g_Renderer->IsThermalVisorHotPass()) - return EExtendedShader::LightingAlphaWrite; + return EExtendedShader::LightingAlphaWriteNoZTest; else if (g_Renderer->IsThermalVisorActive()) return EExtendedShader::ThermalCold; if (data.blendMode == MaterialSet::Material::BlendMaterial::BlendMode::Opaque) { diff --git a/Runtime/Graphics/Shaders/CModelShaders.cpp b/Runtime/Graphics/Shaders/CModelShaders.cpp index 6d06d77b1..98fe30c16 100644 --- a/Runtime/Graphics/Shaders/CModelShaders.cpp +++ b/Runtime/Graphics/Shaders/CModelShaders.cpp @@ -149,9 +149,9 @@ static std::array g_ExtensionSlots{{ /* Thermal cold shading */ {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original, false, false, true, false, false, false, true}, - /* Normal lit shading with alpha */ + /* Normal lit shading with alpha without depth test */ {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, - hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface}, + hecl::Backend::ZTest::None, hecl::Backend::CullMode::Backface}, /* Normal lit shading with cube reflection */ {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, diff --git a/Runtime/Graphics/Shaders/CModelShaders.hpp b/Runtime/Graphics/Shaders/CModelShaders.hpp index a5ec89768..97f895106 100644 --- a/Runtime/Graphics/Shaders/CModelShaders.hpp +++ b/Runtime/Graphics/Shaders/CModelShaders.hpp @@ -45,7 +45,7 @@ enum class EExtendedShader : uint8_t { Disintegrate, ForcedAdditiveNoZWriteDepthGreater, ThermalCold, - LightingAlphaWrite, + LightingAlphaWriteNoZTest, LightingCubeReflection, LightingCubeReflectionWorldShadow, MAX