From 2f6219c48df4e39addca3b462d5a753c71a1374e Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Fri, 23 Apr 2021 10:02:53 +0200 Subject: Fix T78845: Eevee wrong material selection. In cases where the same node tree is used in different materials with small changes, the wrong material could be selected. Cause: Hair shaders GPU resources weren't updated and used the previous bound data. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11036 --- release/scripts/addons | 2 +- source/blender/draw/engines/eevee/eevee_materials.c | 3 +++ 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/release/scripts/addons b/release/scripts/addons index 81815ea92c2..4cb833e84ac 160000 --- a/release/scripts/addons +++ b/release/scripts/addons @@ -1 +1 @@ -Subproject commit 81815ea92c2071a08566dc66d4a871b6e2f5c868 +Subproject commit 4cb833e84acfd2be5fa08ce75118ce9cb60643b8 diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index f05aa562e6b..131f9a954cf 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -765,12 +765,15 @@ static void eevee_hair_cache_populate(EEVEE_Data *vedata, if (matcache.depth_grp) { *matcache.depth_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.depth_grp); + DRW_shgroup_add_material_resources(*matcache.depth_grp_p, matcache.shading_gpumat); } if (matcache.shading_grp) { *matcache.shading_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.shading_grp); + DRW_shgroup_add_material_resources(*matcache.shading_grp_p, matcache.shading_gpumat); } if (matcache.shadow_grp) { *matcache.shadow_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.shadow_grp); + DRW_shgroup_add_material_resources(*matcache.shadow_grp_p, matcache.shading_gpumat); *cast_shadow = true; } -- cgit v1.2.3