diff --git a/Content.Client/_White/DollyMixture/DollyMixtureSystem.cs b/Content.Client/_White/DollyMixture/DollyMixtureSystem.cs index 0a6864a94d..52138639c2 100644 --- a/Content.Client/_White/DollyMixture/DollyMixtureSystem.cs +++ b/Content.Client/_White/DollyMixture/DollyMixtureSystem.cs @@ -155,23 +155,15 @@ public sealed class DollyMixtureSystem : SharedDollyMixtureSystem var RSI = RSIres.RSI; ShaderInstance voxelShader; - ShaderInstance voxelEmissiveShader; - // caching shaders would probably make more sense - // i don't want to bother with that, since 95% of models - // will use default spacing - // TODO: consider removing the ability to specify layer height altogether if(comp.LayerHeight != DefaultHeight) { voxelShader = _voxelProto.InstanceUnique(); voxelShader.SetParameter("height", comp.LayerHeight); - voxelEmissiveShader = _voxelProtoEmissive.InstanceUnique(); - voxelEmissiveShader.SetParameter("height", comp.LayerHeight); } else { voxelShader = _voxelDefaultShader; - voxelEmissiveShader = _voxelEmissiveDefaultShader; } int i = 1; @@ -191,6 +183,9 @@ public sealed class DollyMixtureSystem : SharedDollyMixtureSystem if (RSI.TryGetState($"{comp.StatePrefix}{i}-unshaded", out var unshadedState)) { + var voxelEmissiveShader = _voxelProtoEmissive.InstanceUnique(); + voxelEmissiveShader.SetParameter("height", comp.LayerHeight); + int unshadedLayerIndex = sprite.AddBlankLayer(); sprite.LayerSetRSI(unshadedLayerIndex, RSI); sprite.LayerSetState(unshadedLayerIndex, unshadedState.StateId);