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-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c20
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h4
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl1
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl5
4 files changed, 19 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 8537ad0e532..8c17ecd3905 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -325,27 +325,31 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
if (sldata->renderpass_ubo.combined == NULL) {
sldata->renderpass_ubo.combined = DRW_uniformbuffer_create(
sizeof(EEVEE_RenderPassData),
- &(const EEVEE_RenderPassData){true, true, true, true, true, false});
+ &(const EEVEE_RenderPassData){true, true, true, true, true, false, false});
sldata->renderpass_ubo.diff_color = DRW_uniformbuffer_create(
sizeof(EEVEE_RenderPassData),
- &(const EEVEE_RenderPassData){true, false, false, false, false, true});
+ &(const EEVEE_RenderPassData){true, false, false, false, false, true, false});
sldata->renderpass_ubo.diff_light = DRW_uniformbuffer_create(
sizeof(EEVEE_RenderPassData),
- &(const EEVEE_RenderPassData){true, true, false, false, false, false});
+ &(const EEVEE_RenderPassData){true, true, false, false, false, false, false});
sldata->renderpass_ubo.spec_color = DRW_uniformbuffer_create(
sizeof(EEVEE_RenderPassData),
- &(const EEVEE_RenderPassData){false, false, true, false, false, false});
+ &(const EEVEE_RenderPassData){false, false, true, false, false, false, false});
sldata->renderpass_ubo.spec_light = DRW_uniformbuffer_create(
sizeof(EEVEE_RenderPassData),
- &(const EEVEE_RenderPassData){false, false, true, true, false, false});
+ &(const EEVEE_RenderPassData){false, false, true, true, false, false, false});
sldata->renderpass_ubo.emit = DRW_uniformbuffer_create(
sizeof(EEVEE_RenderPassData),
- &(const EEVEE_RenderPassData){false, false, false, false, true, false});
+ &(const EEVEE_RenderPassData){false, false, false, false, true, false, false});
+
+ sldata->renderpass_ubo.environment = DRW_uniformbuffer_create(
+ sizeof(EEVEE_RenderPassData),
+ &(const EEVEE_RenderPassData){true, true, true, true, true, false, true});
}
/* Used combined pass by default. */
@@ -408,7 +412,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
+ DRW_shgroup_uniform_block_ref(grp, "renderpass_block", &stl->g_data->renderpass_ubo);
DRW_shgroup_call(grp, geom, NULL);
}
@@ -1073,7 +1077,7 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRWPass *material_accum_ps = psl->material_accum_ps;
if (pd->render_passes & EEVEE_RENDER_PASS_ENVIRONMENT) {
material_renderpass_accumulate(
- fbl, psl->background_accum_ps, pd, txl->env_accum, sldata->renderpass_ubo.combined);
+ fbl, psl->background_accum_ps, pd, txl->env_accum, sldata->renderpass_ubo.environment);
}
if (pd->render_passes & EEVEE_RENDER_PASS_EMIT) {
material_renderpass_accumulate(
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 5005c5a8ba9..a67593773ab 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -417,7 +417,8 @@ typedef struct EEVEE_RenderPassData {
int renderPassGlossyLight;
int renderPassEmit;
int renderPassSSSColor;
- int _pad[2];
+ int renderPassEnvironment;
+ int _pad[1];
} EEVEE_RenderPassData;
/* ************ LIGHT UBO ************* */
@@ -835,6 +836,7 @@ typedef struct EEVEE_ViewLayerData {
/* Material Render passes */
struct {
struct GPUUniformBuffer *combined;
+ struct GPUUniformBuffer *environment;
struct GPUUniformBuffer *diff_color;
struct GPUUniformBuffer *diff_light;
struct GPUUniformBuffer *spec_color;
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 393ecaf1fc5..a8b8566edec 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -94,6 +94,7 @@ layout(std140) uniform renderpass_block
bool renderPassGlossyLight;
bool renderPassEmit;
bool renderPassSSSColor;
+ bool renderPassEnvironment;
};
vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light)
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
index ba391df185e..b298fa4f8d1 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
@@ -3,8 +3,9 @@ uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
- result.radiance = surface.radiance * backgroundAlpha;
- result.transmittance = vec3(1.0 - backgroundAlpha);
+ float alpha = renderPassEnvironment ? 1.0 : backgroundAlpha;
+ result.radiance = surface.radiance * alpha;
+ result.transmittance = vec3(1.0 - alpha);
#else
result = volume;
#endif /* VOLUMETRICS */