diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-08-12 19:40:52 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-08-14 14:36:56 +0300 |
commit | 67c10dbf1322bd09945c82354d5d3a9004e06bcd (patch) | |
tree | 1024f0d4b1d7012f4ba1ff028ae5887f79b4c5cd /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | |
parent | 13d469e6f0c554399629febeb1fd8d680b873a90 (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.glsl | 19 |
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 |