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authorClément Foucault <foucault.clem@gmail.com>2021-05-05 17:30:34 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-05-05 19:40:20 +0300
commit95889fe071e179a9a7d7e6a27aaf7a4a42fc49b8 (patch)
treea60ad25ce37258866f8c3e6f2ac86964320062fc /source/blender/draw/engines/eevee/eevee_materials.c
parenta7b7f67fc4ad0a5bf4ffc2a64467b55479f4fd95 (diff)
Fix T86823 Eevee: refraction depth shared between different materials
This was caused by the material grouping system which was missing a per material uniform update in the opaque case.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 45c6900fc0f..a4325675ea9 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -623,6 +623,11 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata,
/* This GPUShader has already been used by another material.
* Add new shading group just after to avoid shader switching cost. */
grp = DRW_shgroup_create_sub(*grp_p);
+
+ /* Per material uniforms. */
+ if (use_ssrefract) {
+ DRW_shgroup_uniform_float_copy(grp, "refractionDepth", ma->refract_depth);
+ }
}
else {
*grp_p = grp = DRW_shgroup_create(sh, shading_pass);