diff options
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | 5 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
2 files changed, 3 insertions, 4 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 1bd9410314b..eb03df67f6b 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -719,7 +719,6 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) Closure cl; if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) { - cl1.radiance = cl2.radiance; cl1.ssr_normal = cl2.ssr_normal; cl1.ssr_data = cl2.ssr_data; cl1.ssr_id = cl2.ssr_id; @@ -731,7 +730,6 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) # endif } if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) { - cl2.radiance = cl1.radiance; cl2.ssr_normal = cl1.ssr_normal; cl2.ssr_data = cl1.ssr_data; cl2.ssr_id = cl1.ssr_id; @@ -752,8 +750,9 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac) cl.ssr_normal = cl2.ssr_normal; cl.ssr_id = cl2.ssr_id; } - cl.radiance = mix(cl1.radiance, cl2.radiance, fac); cl.opacity = mix(cl1.opacity, cl2.opacity, fac); + cl.radiance = mix(cl1.radiance * cl1.opacity, cl2.radiance * cl2.opacity, fac); + cl.radiance /= max(1e-8, cl.opacity); # ifdef USE_SSS cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac); diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index e24cf8da989..3ddf1aefe4d 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1351,7 +1351,7 @@ void node_bsdf_transparent(vec4 color, out Closure result) /* this isn't right */ result = CLOSURE_DEFAULT; result.radiance = vec3(0.0); - result.opacity = 0.0; + result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0); result.ssr_id = TRANSPARENT_CLOSURE_FLAG; } |