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authorJeroen Bakker <jbakker>2022-09-13 12:07:30 +0300
committerJeroen Bakker <jeroen@blender.org>2022-09-13 12:07:38 +0300
commit8068b89a681c467f3d449b9ddc2ebec5b817c2fc (patch)
tree2bed18be11a6b13ccd9092ea133993a19509a726 /source/blender/makesdna/DNA_scene_types.h
parentbb3a021427f2132f1db62a76eeca2ca4be1601da (diff)
EEVEE-Next: Cryptomatte render passes.
This change adds cryptomatte render passes to EEVEE-Next. Due to the upcoming viewport compositor we also improved cryptomatte so it will be real-time. This also allows viewing the cryptomatte passes in the viewport directly. {F13482749} A surface shader would store any active cryptomatte layer to a texture. Object hash is stored as R, Asset hash as G and Material hash as B. Hashes are only calculated when the cryptomatte layer is active to reduce any unneeded work. During film accumulation the hashes are separated and stored in a texture array that matches the cryptomatte standard. For the real-time use case sorting is skipped. For final rendering the samples are sorted and normalized. NOTE: Eventually we should also do sample normalization in the viewport in order to extract the correct mask when using the viewport compositor. Reviewed By: fclem Maniphest Tasks: T99390 Differential Revision: https://developer.blender.org/D15753
Diffstat (limited to 'source/blender/makesdna/DNA_scene_types.h')
-rw-r--r--source/blender/makesdna/DNA_scene_types.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 40345c31fef..f184460cba4 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -304,6 +304,10 @@ typedef enum eScenePassType {
#define RE_PASSNAME_BLOOM "BloomCol"
#define RE_PASSNAME_VOLUME_LIGHT "VolumeDir"
+#define RE_PASSNAME_CRYPTOMATTE_OBJECT "CryptoObject"
+#define RE_PASSNAME_CRYPTOMATTE_ASSET "CryptoAsset"
+#define RE_PASSNAME_CRYPTOMATTE_MATERIAL "CryptoMaterial"
+
/** View - MultiView. */
typedef struct SceneRenderView {
struct SceneRenderView *next, *prev;