From dbdafe1209a4787d6f8dcafa034bc9ced3c7f365 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 5 Jul 2018 12:44:15 +0200 Subject: Shaders: add target setting to material output node. This makes it possible to have a single shading nodetree that contains separate Cycles and Eevee shaders. By default the target is set to All so shaders are shared. --- source/blender/blenkernel/BKE_node.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/blenkernel/BKE_node.h') diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index a400337e2cf..9eb026b1c4f 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -812,6 +812,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, struct Scene *scene, c struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree); void ntreeShaderEndExecTree(struct bNodeTreeExec *exec); bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread); +struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target); void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, bool *has_surface_output, bool *has_volume_output); -- cgit v1.2.3