Merge pull request #83749 from k0T0z/fix-enabling-particle-turbulence

Fix massive performance hit due to enabling collision
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Rémi Verschelde 2023-10-24 10:54:27 +02:00
commit bbade19822
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@ -984,12 +984,16 @@ void ParticleProcessMaterial::_update_shader() {
}
code += " \n";
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
code += " if (!COLLIDED) {\n";
code += " \n";
code += " float vel_mag = length(final_velocity);\n";
code += " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0,1.0);\n";
code += " final_velocity = mix(final_velocity, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
code += " }\n";
// The following snippet causes massive performance hit. We don't need it as long as collision is disabled.
// Refer to GH-83744 for more info.
if (collision_mode != COLLISION_DISABLED) {
code += " if (!COLLIDED) {\n";
code += " \n";
code += " float vel_mag = length(final_velocity);\n";
code += " float vel_infl = clamp(dynamic_params.turb_influence * turbulence_influence, 0.0,1.0);\n";
code += " final_velocity = mix(final_velocity, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
code += " }\n";
}
}
code += " \n";
code += " // limit velocity\n";