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authorClément Foucault <foucault.clem@gmail.com>2018-05-14 14:34:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-16 17:58:32 +0300
commitf1a5fd90bad851ccb9eef7bc59c3a8ebe39fe8b8 (patch)
tree0da7498d7479e534d08a60a0de68ffc552efc587 /source/blender/blenkernel/BKE_node.h
parente862bcd6c8cb218c2213ac4a05a11dd13dbdecbf (diff)
Shader Node Editor: Add Closure to RGB convertion node.
Patch D3205 by Kanzaki Wataru Only implemented in Eevee for now. Collapse a closure to RGBA so we can do NPR stuff on the resulting color. Use an emission shader to convert the color back to a closure. Doing this will break PBR and will kill any SSR and SSS effects the shader the shader rely on. That said screen space refraction and ambient occlusion are supported due to the way they are implemented.
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r--source/blender/blenkernel/BKE_node.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index d85f4095eb9..f3cbcd7b99f 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -714,6 +714,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, c
#define SH_NODE_MIX_RGB 103
#define SH_NODE_VALTORGB 104
#define SH_NODE_RGBTOBW 105
+#define SH_NODE_SHADERTORGB 106
//#define SH_NODE_TEXTURE 106
#define SH_NODE_NORMAL 107
//#define SH_NODE_GEOMETRY 108