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author | Clément Foucault <foucault.clem@gmail.com> | 2017-11-14 02:49:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-11-14 02:49:54 +0300 |
commit | f8b14305668ff7b1f3ba6f886b9e1881c764b201 (patch) | |
tree | 5f773bf0b3a723e7a3b895e0f41bcaecd93f75ad /source/blender/makesdna/DNA_material_types.h | |
parent | 89e9f6ea79078f846d78b6effda2ae8a8a32de84 (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.h | 1 |
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 */ |