From 95889fe071e179a9a7d7e6a27aaf7a4a42fc49b8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 5 May 2021 16:30:34 +0200 Subject: Fix T86823 Eevee: refraction depth shared between different materials This was caused by the material grouping system which was missing a per material uniform update in the opaque case. --- source/blender/draw/engines/eevee/eevee_materials.c | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 45c6900fc0f..a4325675ea9 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -623,6 +623,11 @@ static EeveeMaterialCache material_opaque(EEVEE_Data *vedata, /* This GPUShader has already been used by another material. * Add new shading group just after to avoid shader switching cost. */ grp = DRW_shgroup_create_sub(*grp_p); + + /* Per material uniforms. */ + if (use_ssrefract) { + DRW_shgroup_uniform_float_copy(grp, "refractionDepth", ma->refract_depth); + } } else { *grp_p = grp = DRW_shgroup_create(sh, shading_pass); -- cgit v1.2.3