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authorLukas Stockner <lukasstockner97>2019-12-04 21:57:28 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-12-10 22:44:46 +0300
commite760972221e68d3c81f2ee3687cc71836dde8ae9 (patch)
treeb1a2efbb17c05a429e4509d336a1eb14c73cfb8c /intern/cycles/kernel/kernel_path_branched.h
parent35b5888b157d05d378df3acc899d28856a9eb9a4 (diff)
Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
Diffstat (limited to 'intern/cycles/kernel/kernel_path_branched.h')
-rw-r--r--intern/cycles/kernel/kernel_path_branched.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index ea6b23e7eb4..39309379f0c 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -405,7 +405,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
/* Shade background. */
if (!hit) {
- kernel_path_background(kg, &state, &ray, throughput, &sd, L);
+ kernel_path_background(kg, &state, &ray, throughput, &sd, buffer, L);
break;
}
@@ -417,7 +417,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
if (!(sd.flag & SD_HAS_ONLY_VOLUME)) {
# endif
- shader_eval_surface(kg, &sd, &state, state.flag);
+ shader_eval_surface(kg, &sd, &state, buffer, state.flag);
shader_merge_closures(&sd);
/* Apply shadow catcher, holdout, emission. */