Eevee: SSR: Output ssr datas to buffers.
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
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@@ -250,6 +250,26 @@ class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):
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col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
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class RENDERLAYER_PT_eevee_shading(RenderLayerButtonsPanel, Panel):
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bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "ssr_enable")
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classes = (
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RENDERLAYER_UL_renderlayers,
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RENDERLAYER_PT_layers,
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@@ -258,6 +278,7 @@ classes = (
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RENDERLAYER_PT_clay_settings,
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RENDERLAYER_PT_eevee_poststack_settings,
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RENDERLAYER_PT_eevee_postprocess_settings,
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RENDERLAYER_PT_eevee_shading,
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RENDERLAYER_PT_eevee_volumetric,
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)
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