From f8b14305668ff7b1f3ba6f886b9e1881c764b201 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 14 Nov 2017 00:49:54 +0100 Subject: Eevee: Initial Separable Subsurface Scattering implementation. How to use: - Enable subsurface scattering in the render options. - Add Subsurface BSDF to your shader. - Check "Screen Space Subsurface Scattering" in the material panel options. This initial implementation has a few limitations: - only supports gaussian SSS. - Does not support principled shader. - The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly. - The "texture blur" is considered as always set to 1 --- source/blender/makesdna/DNA_material_types.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/makesdna/DNA_material_types.h') diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h index 220326fb01d..34b9f9f83bf 100644 --- a/source/blender/makesdna/DNA_material_types.h +++ b/source/blender/makesdna/DNA_material_types.h @@ -513,6 +513,7 @@ enum { enum { MA_BL_HIDE_BACKSIDE = (1 << 0), MA_BL_SS_REFRACTION = (1 << 1), + MA_BL_SS_SUBSURFACE = (1 << 2), }; /* blend_shadow */ -- cgit v1.2.3