From 8a204ccdb49bd682e41a5d706726c3c77f6217fd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 6 Nov 2018 14:53:54 +0100 Subject: Eevee: Support monochromatic Transparent BSDF correctly This fits Cycles better even if it is only for grey scale values. This only work if the blend mode is Alpha Blend or Alpha Hashed. --- source/blender/gpu/shaders/gpu_shader_material.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index e24cf8da989..3ddf1aefe4d 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1351,7 +1351,7 @@ void node_bsdf_transparent(vec4 color, out Closure result) /* this isn't right */ result = CLOSURE_DEFAULT; result.radiance = vec3(0.0); - result.opacity = 0.0; + result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0); result.ssr_id = TRANSPARENT_CLOSURE_FLAG; } -- cgit v1.2.3