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authorClément Foucault <foucault.clem@gmail.com>2020-11-04 19:16:06 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-11-04 19:16:20 +0300
commit96e8dadda0b2dda7ce771b1eba2d901a056a039f (patch)
tree38ff5b1ad61660c50a9321fcc8df8d486c7644e1
parent78234eb214641aefe16b3c928dc3173bd0e452f7 (diff)
Fix T82385 EEVEE: Alpha Clip shadows actually using Alpha Hashed shadows
The shadow path was not using the alpha threshold.
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_material.c23
2 files changed, 25 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
index 4cb00c15b78..14271f9d107 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
@@ -1,5 +1,9 @@
-void node_output_material(
- Closure surface, Closure volume, vec3 displacement, float alpha_threshold, out Closure result)
+void node_output_material(Closure surface,
+ Closure volume,
+ vec3 displacement,
+ float alpha_threshold,
+ float shadow_threshold,
+ out Closure result)
{
#ifdef VOLUMETRICS
result = volume;
@@ -7,9 +11,9 @@ void node_output_material(
result = surface;
# if defined(USE_ALPHA_HASH)
/* Alpha clip emulation. */
- if (alpha_threshold >= 0.0) {
+ if ((rayType != EEVEE_RAY_SHADOW) ? (alpha_threshold >= 0.0) : (shadow_threshold >= 0.0)) {
float alpha = saturate(1.0 - avg(result.transmittance));
- result.transmittance = vec3(step(alpha, alpha_threshold));
+ result.transmittance = vec3(step(alpha, max(alpha_threshold, shadow_threshold)));
}
# endif
#endif
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.c b/source/blender/nodes/shader/nodes/node_shader_output_material.c
index 578262e9f17..fb0b6e7b263 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_material.c
@@ -45,18 +45,29 @@ static int node_shader_gpu_output_material(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
- GPUNodeLink *outlink, *alpha_threshold_link;
-
+ GPUNodeLink *outlink, *alpha_threshold_link, *shadow_threshold_link;
Material *ma = GPU_material_get_material(mat);
- if (ma && ma->blend_method == MA_BM_CLIP) {
- alpha_threshold_link = GPU_uniform(&ma->alpha_threshold);
+
+ static float no_alpha_threshold = -1.0f;
+ if (ma) {
+ alpha_threshold_link = GPU_uniform((ma->blend_method == MA_BM_CLIP) ? &ma->alpha_threshold :
+ &no_alpha_threshold);
+ shadow_threshold_link = GPU_uniform((ma->blend_shadow == MA_BS_CLIP) ? &ma->alpha_threshold :
+ &no_alpha_threshold);
}
else {
- static float no_alpha_threshold = -1.0f;
alpha_threshold_link = GPU_uniform(&no_alpha_threshold);
+ shadow_threshold_link = GPU_uniform(&no_alpha_threshold);
}
- GPU_stack_link(mat, node, "node_output_material", in, out, alpha_threshold_link, &outlink);
+ GPU_stack_link(mat,
+ node,
+ "node_output_material",
+ in,
+ out,
+ alpha_threshold_link,
+ shadow_threshold_link,
+ &outlink);
GPU_material_output_link(mat, outlink);
return true;