/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "stdcycles.h" shader node_hair_bsdf(color Color = 0.8, string component = "reflection", float Offset = 0.0, float RoughnessU = 0.1, float RoughnessV = 1.0, normal Tangent = normal(0, 0, 0), output closure color BSDF = 0) { float roughnessh = clamp(RoughnessU, 0.001, 1.0); float roughnessv = clamp(RoughnessV, 0.001, 1.0); float offset = -Offset; normal T; float IsCurve = 0; getattribute("geom:is_curve", IsCurve); if (isconnected(Tangent)) { T = Tangent; } else if (!IsCurve) { T = normalize(dPdv); offset = 0.0; } else { T = normalize(dPdu); } if (backfacing() && IsCurve) { BSDF = transparent(); } else { if (component == "reflection") BSDF = Color * hair_reflection(Ng, roughnessh, roughnessv, T, offset); else BSDF = Color * hair_transmission(Ng, roughnessh, roughnessv, T, offset); } }