I saw the issue and decided to give a quick shot at fixing it. Seems like the "Fog and Lighting" section was causing it. Since we're discarding the vertex anyway, it didn't seem prudent to keep that.
(Frankly, we could move UV Discard and even ID Mask further up, potentially near Invisible, to avoid performing unneeded calculations that will be discarded anyway. Would like to hear your thoughts on it!)
The change did not seem to be needed on the Fur shader, but I moved it to preserve parity. Let me know if I should revert that.
EDIT: Oops! I didn't check dev before the switch! My bad! 🙇
Closes #179
I saw the issue and decided to give a quick shot at fixing it. Seems like the "Fog and Lighting" section was causing it. Since we're discarding the vertex anyway, it didn't seem prudent to keep that.
(Frankly, we could move UV Discard and even ID Mask further up, potentially near Invisible, to avoid performing unneeded calculations that will be discarded anyway. Would like to hear your thoughts on it!)
The change did not seem to be needed on the Fur shader, but I moved it to preserve parity. Let me know if I should revert that.
EDIT: Oops! I didn't check
dev
before the switch! My bad! 🙇