Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2019-03-13 01:14:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-13 01:16:17 +0300
commit3146a07e3ecff46e4b006e761de2ac04af09d370 (patch)
tree72762fe9928342a143649dfba68f449189666b0d /source/blender
parent31fba57677aec38842809b22f25a0484cbff691b (diff)
Fix T60005: Eevee: Volume material doen't write alpha
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl5
2 files changed, 6 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index ade19f4c7a8..5bd5aca576e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -834,7 +834,8 @@ void main()
# if defined(USE_ALPHA_BLEND_VOLUMETRICS)
/* XXX fragile, better use real viewport resolution */
vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
- fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
+ fragColor.rgb = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z).rgb;
+ fragColor.a = cl.opacity;
# else
fragColor = vec4(cl.radiance, cl.opacity);
# endif
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index ae36252153f..c5c9ad543db 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -151,5 +151,8 @@ vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth)
vec3 scattering = texture(inScattering, volume_cos).rgb;
vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
- return vec4(scene_color.rgb * transmittance + scattering, scene_color.a);
+ /* Approximate volume alpha by using a monochromatic transmitance
+ * and adding it to the scene alpha. */
+ float final_alpha = mix(1.0, scene_color.a, dot(transmittance, vec3(1.0 / 3.0)));
+ return vec4(scene_color.rgb * transmittance + scattering, final_alpha);
}