Always using full shading for eevee + sculpt mode
Also disable for dyntopo & multires since its currently not supported.
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@ -3266,7 +3266,7 @@ class VIEW3D_PT_view3d_display(Panel):
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col.prop(view, "show_only_render")
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col.prop(view, "show_world")
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if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE', 'SCULPT'}:
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if context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
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col.prop(view, "show_mode_shade_override")
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col = layout.column()
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@ -34,6 +34,8 @@
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#include "BLI_alloca.h"
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#include "BKE_particle.h"
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#include "BKE_paint.h"
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#include "BKE_pbvh.h"
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#include "GPU_material.h"
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@ -928,7 +930,14 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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const bool do_cull = BKE_collection_engine_property_value_get_bool(ces_mode_ob, "show_backface_culling");
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const bool is_active = (ob == draw_ctx->obact);
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const bool is_sculpt_mode = is_active && (ob->mode & OB_MODE_SCULPT) != 0;
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#if 0
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const bool is_sculpt_mode_draw = is_sculpt_mode && (draw_ctx->v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0;
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#else
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/* For now just force fully shaded with eevee when supported. */
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const bool is_sculpt_mode_draw =
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is_sculpt_mode &&
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((ob->sculpt && ob->sculpt->pbvh) && (BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES));
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#endif
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const bool is_default_mode_shader = is_sculpt_mode;
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/* First get materials for this mesh. */
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