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.
This commit is contained in:
2017-07-16 23:49:25 +02:00
parent 04f8e1b21c
commit 2a84331f02
14 changed files with 393 additions and 92 deletions

View File

@@ -250,6 +250,26 @@ class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):
col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
class RENDERLAYER_PT_eevee_shading(RenderLayerButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_enable")
classes = (
RENDERLAYER_UL_renderlayers,
RENDERLAYER_PT_layers,
@@ -258,6 +278,7 @@ classes = (
RENDERLAYER_PT_clay_settings,
RENDERLAYER_PT_eevee_poststack_settings,
RENDERLAYER_PT_eevee_postprocess_settings,
RENDERLAYER_PT_eevee_shading,
RENDERLAYER_PT_eevee_volumetric,
)