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author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 10:25:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 08a2c5f2249c89a07cc6c37b28d13a611283ef73 (patch) | |
tree | a0a91bf40452be77dff15fe068d24e312fca3380 /source/blender/gpu/shaders | |
parent | 4430bd36446beb1338da2001b0b236e0e440c386 (diff) |
Eevee: Add support for hair random property.
Do note that it does not match cycles implementation.
Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.
If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 9c04aef894c..6f253a48f86 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2486,7 +2486,7 @@ void node_hair_info(out float is_strand, out float intercept, out float thicknes intercept = hairTime; thickness = hairThickness; tangent = normalize(hairTangent); - random = 0.0; + random = wang_hash_noise(uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */ #else is_strand = 0.0; intercept = 0.0; |