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Add MeshPipelineKey::LIGHTMAPPED
as applicable during the shadow map pass. (#11910)
I did this during the prepass, but I neglected to do it during the shadow map pass, causing a panic when directional lights with shadows were enabled with lightmapped meshes present. This patch fixes the issue. Closes #11898.
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@ -1596,6 +1596,7 @@ pub fn queue_shadows<M: Material>(
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render_material_instances: Res<RenderMaterialInstances<M>>,
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mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
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pipeline_cache: Res<PipelineCache>,
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render_lightmaps: Res<RenderLightmaps>,
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view_lights: Query<(Entity, &ViewLightEntities)>,
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mut view_light_shadow_phases: Query<(&LightEntity, &mut RenderPhase<Shadow>)>,
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point_light_entities: Query<&CubemapVisibleEntities, With<ExtractedPointLight>>,
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@ -1661,6 +1662,16 @@ pub fn queue_shadows<M: Material>(
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if is_directional_light {
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mesh_key |= MeshPipelineKey::DEPTH_CLAMP_ORTHO;
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}
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// Even though we don't use the lightmap in the shadow map, the
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// `SetMeshBindGroup` render command will bind the data for it. So
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// we need to include the appropriate flag in the mesh pipeline key
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// to ensure that the necessary bind group layout entries are
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// present.
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if render_lightmaps.render_lightmaps.contains_key(&entity) {
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mesh_key |= MeshPipelineKey::LIGHTMAPPED;
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}
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mesh_key |= match material.properties.alpha_mode {
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AlphaMode::Mask(_)
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| AlphaMode::Blend
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