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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/makesdna/DNA_material_types.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/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 220326fb01d..34b9f9f83bf 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -513,6 +513,7 @@ enum {
enum {
MA_BL_HIDE_BACKSIDE = (1 << 0),
MA_BL_SS_REFRACTION = (1 << 1),
+ MA_BL_SS_SUBSURFACE = (1 << 2),
};
/* blend_shadow */