diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl | 32 |
1 files changed, 22 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl index c13b55513da..5a68f802659 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl @@ -1,4 +1,7 @@ #ifndef VOLUMETRICS + +CLOSURE_EVAL_FUNCTION_DECLARE_1(node_subsurface_scattering, Diffuse) + void node_subsurface_scattering(vec4 color, float scale, vec3 radius, @@ -8,20 +11,29 @@ void node_subsurface_scattering(vec4 color, float sss_id, out Closure result) { - N = normalize(N); - vec3 out_diff; - vec3 vN = mat3(ViewMatrix) * N; + CLOSURE_VARS_DECLARE_1(Diffuse); + + in_Diffuse_0.N = N; /* Normalized during eval. */ + in_Diffuse_0.albedo = color.rgb; + + CLOSURE_EVAL_FUNCTION_1(node_subsurface_scattering, Diffuse); + result = CLOSURE_DEFAULT; - closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result); - eevee_closure_subsurface(N, color.rgb, 1.0, scale, true, out_diff); + /* Not perfect for texture_blur values between 0.0 and 1.0. + * Interpolate between separated color and color applied on irradiance. */ + float one_minus_texture_blur = 1.0 - texture_blur; + vec3 sss_albedo = color.rgb * texture_blur + one_minus_texture_blur; + vec3 radiance_tint = color.rgb * one_minus_texture_blur + texture_blur; + /* Consider output radiance as irradiance. */ + out_Diffuse_0.radiance *= radiance_tint; + + closure_load_sss_data(scale, out_Diffuse_0.radiance, sss_albedo, int(sss_id), result); - /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */ - vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur); - out_diff *= mix(vec3(1.0), color.rgb, texture_blur); - result.radiance = render_pass_sss_mask(sss_albedo); - closure_load_sss_data(scale, out_diff, sss_albedo, int(sss_id), result); + /* TODO(fclem) Try to not use this. */ + closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result); } + #else /* Stub subsurface scattering because it is not compatible with volumetrics. */ # define node_subsurface_scattering(a, b, c, d, e, f, g, h) (h = CLOSURE_DEFAULT) |