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authorClément Foucault <foucault.clem@gmail.com>2019-08-12 19:40:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-08-14 14:36:56 +0300
commit67c10dbf1322bd09945c82354d5d3a9004e06bcd (patch)
tree1024f0d4b1d7012f4ba1ff028ae5887f79b4c5cd /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent13d469e6f0c554399629febeb1fd8d680b873a90 (diff)
Eevee: Add support for the holdout node
Support should be full when using Alpha Blend mode and partial if using any other blend mode (opaque / alpha clip / alpha hashed).
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl19
1 files changed, 13 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 412fa47dbec..7f795eaac2b 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -775,6 +775,7 @@ Closure closure_emission(vec3 rgb)
struct Closure {
vec3 radiance;
vec3 transmittance;
+ float holdout;
# ifdef USE_SSS
vec4 sss_data;
# ifdef USE_SSS_ALBEDO
@@ -792,16 +793,18 @@ Closure nodetree_exec(void); /* Prototype */
# define CLOSURE_SSR_FLAG 1
# define CLOSURE_SSS_FLAG 2
+# define CLOSURE_HOLDOUT_FLAG 4
# ifdef USE_SSS
# ifdef USE_SSS_ALBEDO
# define CLOSURE_DEFAULT \
- Closure(vec3(0.0), vec3(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), 0)
+ Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), 0)
# else
-# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec2(0.0), 0)
+# define CLOSURE_DEFAULT \
+ Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec4(0.0), vec2(0.0), 0)
# endif
# else
-# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec4(0.0), vec2(0.0), 0)
+# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0)
# endif
uniform int outputSsrId = 1;
@@ -848,6 +851,7 @@ void closure_load_sss_data(float radius,
Closure closure_mix(Closure cl1, Closure cl2, float fac)
{
Closure cl;
+ cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
cl.flag = cl1.flag | cl2.flag;
@@ -874,6 +878,7 @@ Closure closure_add(Closure cl1, Closure cl2)
Closure cl;
cl.transmittance = cl1.transmittance + cl2.transmittance;
cl.radiance = cl1.radiance + cl2.radiance;
+ cl.holdout = cl1.holdout + cl2.holdout;
cl.flag = cl1.flag | cl2.flag;
cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
@@ -933,16 +938,18 @@ void main()
{
Closure cl = nodetree_exec();
+ float holdout = 1.0 - saturate(cl.holdout);
+
# ifdef USE_ALPHA_BLEND
vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
vec3 vol_transmit, vol_scatter;
volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter);
float transmit = saturate(avg(cl.transmittance));
- outRadiance = vec4(cl.radiance * vol_transmit + vol_scatter, (1.0 - transmit));
- outTransmittance = vec4(cl.transmittance, transmit);
+ outRadiance = vec4(cl.radiance * vol_transmit + vol_scatter, (1.0 - transmit) * holdout);
+ outTransmittance = vec4(cl.transmittance, transmit * holdout);
# else
- outRadiance = vec4(cl.radiance, 1.0);
+ outRadiance = vec4(cl.radiance, holdout);
ssrNormals = cl.ssr_normal;
ssrData = cl.ssr_data;
# ifdef USE_SSS