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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/render/graph.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/render/graph.h')
-rw-r--r--intern/cycles/render/graph.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index cade04de374..0ea7935f714 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -67,6 +67,7 @@ enum ShaderNodeSpecialType {
SHADER_SPECIAL_TYPE_COMBINE_CLOSURE,
SHADER_SPECIAL_TYPE_OUTPUT,
SHADER_SPECIAL_TYPE_BUMP,
+ SHADER_SPECIAL_TYPE_OUTPUT_AOV,
};
/* Input
@@ -104,6 +105,8 @@ class ShaderInput {
((Node *)parent)->set(socket_type, f);
}
+ void disconnect();
+
const SocketType &socket_type;
ShaderNode *parent;
ShaderOutput *link;
@@ -130,6 +133,8 @@ class ShaderOutput {
return socket_type.type;
}
+ void disconnect();
+
const SocketType &socket_type;
ShaderNode *parent;
vector<ShaderInput *> links;