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authorClément Foucault <foucault.clem@gmail.com>2017-09-12 15:19:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-12 15:25:04 +0300
commitf2b3e1f7127681db97501777dcb1d169fd1e86a5 (patch)
tree34a8a1903c2364eefc5ea866f2d38292bfc67526 /source/blender/gpu
parent7a6f9ab587e6e7b7daead5c84a31343ed3e6184d (diff)
Eevee: Fix T52480: Can't reproduce Metallic transparency with Principled + Mix Shader
You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 3a47aea405e..62ac953d64b 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2919,8 +2919,8 @@ void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
void node_bsdf_transparent(vec4 color, out Closure result)
{
/* this isn't right */
- result.radiance = color.rgb;
- result.opacity = color.a;
+ result.radiance = vec3(0.0);
+ result.opacity = 0.0;
}
void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)