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2017-08-01Merge branch 'master' into blender2.8Campbell Barton
2017-08-01Cleanup: use static vars where appropriateCampbell Barton
2017-07-25Fix T52190: Depth picking failsCampbell Barton
2017-07-24Eevee: Planar Reflection: Remove distance approximation.Clément Foucault
This commit separate the depth texture into another texture array. This remove the need to output radial depth into alpha. Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff. This is in preparation of SSR planar reflections.
2017-07-24Eevee: SSR: Small fixesClément Foucault
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test. - Early out non reflective surfaces. - Add small offset to raytrace to avoid self intersection. - Fix fallback probes not appearing.
2017-07-24Eevee: HiZ buffer: Split into two 24bit depth bufferClément Foucault
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24Eevee: Fix glossy node roughness.Clément Foucault
2017-07-24Eevee: SSR: Encode Normal in buffer and add cubemap fallback.Clément Foucault
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-24Eevee: SSR: Output ssr datas to buffers.Clément Foucault
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-24Eevee: Ssr: Add ssr id to glossy nodes.Clément Foucault
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-19Manipulators: use nearest manipulatorCampbell Barton
Add utility function to get the nearest hit
2017-07-14Implement Uniformbuffer objects for nodetree parametersDalai Felinto
For users that means you can tweak shaders in the nodetree and things are way faster. This is a huge improvement, particularly in systems that have no shader cache. From the code perspective it means we are no longer re-compiling the shader every time a value is tweaked in the UI. We are using uniforms for those values. It would be slow to add that many uniforms for all the shaders. So instead we are using UBO (Uniform Buffer Objects). This fixes the main issue of T51467. However GWN_shaderinterface_create() still needs to be improvedi. When opening a .blend all shaders are compiled once, so optimizing it will bring a measurable impact. ======================================================================== NOTE: This breaks update of Cycles material upon nodetree nodes tweaking. It will be fixed separately by depsgraph, once tackling T51925 (Animated Eevee values slowdown). The idea is to make Depsgraph update more granular. The XXX TODO in rna_nodetree.c will be tackled at that time as well. ======================================================================== Reviewers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D2739
2017-07-13Cleanup/rename etc. dashed line shaders.Bastien Montagne
Goal is to make them more modular, to allow more variants (variable single-color, thickness, ...) to be added without having to copy-and-change-one-line of whole chain of shaders.
2017-07-11Eevee: Fix default closure to match cycles.Clément Foucault
2017-07-11Eevee: Transparency: Add support for blend ADD and MULTIPLY.Clément Foucault
This introduces a new transparency pass. It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11Eevee: Add support for Alpha clip and Hashed Alpha transparency.Clément Foucault
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11Lamps should not have their own gpu materialDalai Felinto
This was leading to multiple crashes when freeing the lamps or materials when opening old files. Follow up on b50839038d6b3d2.
2017-07-09Fix T52001: material draw mode principled BSDF artifacts at some angles.Brecht Van Lommel
The default anisotropic tangent computation could fail in some cases, leading to NaNs and artifacts. Use a simpler formulation that doesn't suffer from this.
2017-07-07GPU: Silence warning of potentially unused variable (NormalMatrix)Dalai Felinto
2017-07-06GPUTexture: Change default comparison mode to GL_NONE.Clément Foucault
This default will prevent more errors in the future. Also compare mode is less used nowadays. Fixes T51904
2017-07-06Eevee: Add support for common BSDFs.Clément Foucault
Add Diffuse BSDF, and Glossy. Also Use World normal instead of view normal as input.
2017-07-05Eevee: Volumetrics: Add support for Position Coordinates.Clément Foucault
This enables texturing of the noise via procedural or baked textures. Note that it gets quickly really heavy.
2017-07-05Eevee: Volumetrics: Add Volume Absorption node.Clément Foucault
2017-07-04Eevee: Fix Closure define.Clément Foucault
2017-07-03Eevee: Add support for volumetrics in node tree.Clément Foucault
Only volume scatter is implemented for now.
2017-07-03GPU Codegen: Add new closure socket type.Clément Foucault
This allow specialized shaders to redefine the closure interface to fit their needs. For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03Merge branch 'master' into blender2.8Dalai Felinto
2017-07-02Fix T51957: principled BSDF mismatches in GLSL viewport.Brecht Van Lommel
2017-06-30Eevee: Principled BSDF: add support for specular tint + optimisationClément Foucault
Only use clearcoat version if there is something linked or if the clearcoat value is not 0.
2017-06-29Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto).Clément Foucault
2017-06-29Eevee: Remove Geometry shader usage for background.Clément Foucault
This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29Eevee: Prepare support for future Anisotropic shading.Clément Foucault
2017-06-29material Glsl: Fix tangent with new orco.Clément Foucault
2017-06-29Eevee: Add Initial support for Principle BRDF.Clément Foucault
Lots of things not working yet but it's comming.
2017-06-28GPUTexture : Un-clamp float rect datas.Clément Foucault
We do not need it anymore because we do not use glu anymore. And we need full range for HDRI Lighting.
2017-06-28GPU_codegen: Fix geometry shader.Clément Foucault
2017-06-28GPU_codegen: Add support for passing attributes through the geometry stage.Clément Foucault
Should fix some issues with missing attributes in Eevee.
2017-06-28GPU: split GPU_material_from_nodetree in twoCampbell Barton
Add GPU_material_from_nodetree_find to avoid having to construct other arguments which won't be used in the case the material is exists.
2017-06-28GPU: GPU_generate_pass_new now takes vertex-attrsCampbell Barton
Needed so we can tell which custom-data layers to use from the mesh.
2017-06-26Eevee: Add Planar reflection blurring.Clément Foucault
This method is very cheap and inaccurate. This will fill the gap untill better model is supported.
2017-06-26Fix shaders not working in EeveeDalai Felinto
Not a single node based shader was working since a recent merge from master. The merge brought changes from the principle bsdf shader where unsupported gl_ProjectionMatrix was still being used.
2017-06-26Merge branch 'master' into blender2.8Campbell Barton
2017-06-24Eevee: Planar reflection: Fix normal deformation for background pixels.Clément Foucault
Now it matches world cubemap perfectly.
2017-06-24Eevee: Planar Reflection: Add contact hardening normal distortion.Clément Foucault
Save radial distance to camera in alpha channel of the planar probe. Use this distance to modulate distortion intensity when shading the surface.
2017-06-22Eevee: Ambient Occlusion: Initial implementation.Clément Foucault
Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate. Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
2017-06-22GPUFramebuffer: Add recursive downsampling function.Clément Foucault
This special case function enables rendering to a miplevel while using the miplevels above as texture input. This is needed for some algorithm (i.e. creating a min-max depth pyramid texture).
2017-06-22GPUTexture: Support for nearest sampling with mipmaps.Clément Foucault
2017-06-21Fix T51862: principled shader GLSL artifacts in ortho mode.Brecht Van Lommel
2017-06-21Fix T51849: change Cycles clearcoat gloss to roughness.Brecht Van Lommel
This is compatible with UE4 and more consistent with specular and transmission roughness, even if it deviates from the original Disney BRDF.
2017-06-20Clean node names and organize menus for eeveeLuca Rood
This makes the node menus aware of the Cycles/Eevee distinction, and only show the relevant nodes for the current engine. Names have also been changed to accomodate for the new output node system.