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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-09-04 02:39:17 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-09-04 02:39:17 +0400 |
commit | b314209356288c3768faa1d7fbd7b1bf9d179a7a (patch) | |
tree | 2fafde8bdccff99e294acb34dbca90605e2e5327 /source/blender/gpu | |
parent | 9467d9940583d6c3a2e1b83f854453da9e64fdd7 (diff) |
Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will
give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
Diffstat (limited to 'source/blender/gpu')
-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 2aee5b4846a..644cf71d626 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2087,7 +2087,7 @@ void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out vec4 result) node_bsdf_diffuse(color, 0.0, N, result); } -void node_subsurface_scattering(vec4 color, float roughness, vec3 N, out vec4 result) +void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, out vec4 result) { node_bsdf_diffuse(color, 0.0, N, result); } |