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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2020-03-16 16:42:56 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2020-03-18 13:23:05 +0300
commit7537cad5761e4778da7aed02410c5811114c24e5 (patch)
tree94b0187257e08ecaeaad5cef9eaaa4ec49aa04fd /source/blender/draw/engines/eevee/shaders
parent1162ba206dd7792414d3ae716877ba1383de8dab (diff)
Volumes: add render settings for volume datablock
* Space: volume density and step size in object or world space * Step Size: override automatic step size * Clipping: values below this are ignored for tighter volume bounds The last two are Cycles only currently. Ref T73201
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index f5e92cd7495..312fc07054a 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -8,6 +8,7 @@
uniform vec3 volumeOrcoLoc;
uniform vec3 volumeOrcoSize;
uniform mat4 volumeObjectToTexture;
+uniform float volumeDensityScale = 1.0;
#endif
flat in int slice;
@@ -52,6 +53,12 @@ void main()
Closure cl = nodetree_exec();
#endif
+#ifdef MESH_SHADER
+ cl.scatter *= volumeDensityScale;
+ cl.absorption *= volumeDensityScale;
+ cl.emission *= volumeDensityScale;
+#endif
+
volumeScattering = vec4(cl.scatter, 1.0);
volumeExtinction = vec4(cl.absorption + cl.scatter, 1.0);
volumeEmissive = vec4(cl.emission, 1.0);