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authorBrecht Van Lommel <brecht>2020-03-11 15:56:28 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-03-11 16:42:46 +0300
commitc8acb6dd6c58c6a85ab18d26f02973437cb2f700 (patch)
treec45a1b47d8692b7b633507d97f325fa5c2f5a3c8 /source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
parentf3a33a92987fd648f194898c3789f573fdadca6f (diff)
Smoke: put density/color in separate textures, fixes for workbench shader
This is more in line with standard grids and means we don't have to make many special exceptions in the upcoming change for arbitrary number of volume grids support in Eevee. The workbench shader was also changed to fix bugs where squared density was used, and the smoke color would affect the density so that black smoke would be invisible. This can change the look of smoke in workbench significantly. When using the color grid when smoke has a constant color, the color grid will no longer be premultiplied by the density. If the color is constant we want to be able not to store a grid at all. This breaks one test for Cycles and Eevee, but the setup in that test using a color without density does not make sense. It suffers from artifacts since the unpremultiplied color grid by itself will not have smooth boundaries. Differential Revision: https://developer.blender.org/D6951
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index c38d8fe06bc..585e48ae7ec 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -134,8 +134,9 @@ void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction)
float shadows = sample_volume_texture(shadowTexture, co).r;
vec4 density = sample_volume_texture(densityTexture, co); /* rgb: color, a: density */
- scattering = density.rgb * (density.a * densityScale) * activeColor;
+ scattering = density.rgb * densityScale;
extinction = max(1e-4, dot(scattering, vec3(0.33333)));
+ scattering *= activeColor;
/* Scale shadows in log space and clamp them to avoid completely black shadows. */
scattering *= exp(clamp(log(shadows) * densityScale * 0.1, -2.5, 0.0)) * M_PI;