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authorClément Foucault <foucault.clem@gmail.com>2017-11-14 02:49:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-11-14 02:49:54 +0300
commitf8b14305668ff7b1f3ba6f886b9e1881c764b201 (patch)
tree5f773bf0b3a723e7a3b895e0f41bcaecd93f75ad /source/blender/gpu/GPU_material.h
parent89e9f6ea79078f846d78b6effda2ae8a8a32de84 (diff)
Eevee: Initial Separable Subsurface Scattering implementation.
How to use: - Enable subsurface scattering in the render options. - Add Subsurface BSDF to your shader. - Check "Screen Space Subsurface Scattering" in the material panel options. This initial implementation has a few limitations: - only supports gaussian SSS. - Does not support principled shader. - The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly. - The "texture blur" is considered as always set to 1
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index de274b87f9e..039adc68e6d 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -235,6 +235,9 @@ void GPU_material_enable_alpha(GPUMaterial *material);
GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
+void GPU_material_sss_profile_create(GPUMaterial *material, float *radii);
+struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material);
+
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
GPUMaterial *GPU_material_from_nodetree_find(