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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-05-12 15:39:30 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-05-13 16:56:11 +0300
commit8f71a84496a95528303fbe0bb7c1406060353425 (patch)
treeebebb3cb4dd35b83a7f4aba960f616fffdc36800 /intern/cycles/render/nodes.h
parent21854575a4ede7d0c16fbe31ac90e66493f607fe (diff)
Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF
This makes it easier to set up materials with emission and transparency. Importers/exporters and add-ons are recommended to now use these rather than creating separate transparent BSDF and emission nodes.
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 88fa728ecd1..3dd84ad8dca 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -487,6 +487,7 @@ class PrincipledBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledBsdfNode)
+ void expand(ShaderGraph *graph);
bool has_surface_bssrdf();
bool has_bssrdf_bump();
void compile(SVMCompiler &compiler,
@@ -515,6 +516,8 @@ class PrincipledBsdfNode : public BsdfBaseNode {
float surface_mix_weight;
ClosureType distribution, distribution_orig;
ClosureType subsurface_method;
+ float3 emission;
+ float alpha;
bool has_integrator_dependency();
void attributes(Shader *shader, AttributeRequestSet *attributes);