Cycles: support for specular color in solid shading mode, available in
the material panel. Patch by Phillipp Oeser (D62) with some minor modifications, thanks!
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@@ -1020,20 +1020,9 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
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cmat = mat.cycles
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cmat = mat.cycles
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split = layout.split()
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split = layout.split()
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col = split.column(align=True)
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col.prop(mat, "diffuse_color", text="Viewport Color")
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col.prop(mat, "alpha")
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col = split.column(align=True)
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col.label()
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col.prop(mat, "pass_index")
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split = layout.split()
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col = split.column()
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col = split.column()
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col.label(text="Surface:")
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col.prop(mat, "pass_index")
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col.prop(cmat, "sample_as_light", text="Multiple Importance")
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col.prop(cmat, "sample_as_light")
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col.prop(cmat, "use_transparent_shadow")
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col.prop(cmat, "use_transparent_shadow")
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col = split.column()
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col = split.column()
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@@ -1044,6 +1033,21 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
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col.prop(cmat, "volume_interpolation", text="")
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col.prop(cmat, "volume_interpolation", text="")
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col.prop(cmat, "homogeneous_volume", text="Homogeneous")
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col.prop(cmat, "homogeneous_volume", text="Homogeneous")
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layout.separator()
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layout.label("Viewport Shading:")
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split = layout.split()
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col = split.column()
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col.label("Diffuse")
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col.label("Specular")
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col.label("Hardness")
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col = split.column()
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col.prop(mat, "diffuse_color", text="")
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col.prop(mat, "specular_color", text="")
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col.prop(mat, "specular_hardness", text="")
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class CyclesTexture_PT_context(CyclesButtonsPanel, Panel):
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class CyclesTexture_PT_context(CyclesButtonsPanel, Panel):
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bl_label = ""
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bl_label = ""
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@@ -1391,7 +1391,7 @@ static struct GPUMaterialState {
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/* fixed function material, alpha handed by caller */
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/* fixed function material, alpha handed by caller */
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static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
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static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
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{
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{
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if (new_shading_nodes || bmat->mode & MA_SHLESS) {
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if (bmat->mode & MA_SHLESS) {
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copy_v3_v3(smat->diff, &bmat->r);
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copy_v3_v3(smat->diff, &bmat->r);
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smat->diff[3]= 1.0;
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smat->diff[3]= 1.0;
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@@ -1401,6 +1401,19 @@ static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat,
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zero_v4(smat->spec);
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zero_v4(smat->spec);
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smat->hard= 0;
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smat->hard= 0;
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}
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}
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else if (new_shading_nodes) {
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copy_v3_v3(smat->diff, &bmat->r);
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smat->diff[3]= 1.0;
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copy_v3_v3(smat->spec, &bmat->specr);
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smat->spec[3] = 1.0;
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smat->hard= CLAMPIS(bmat->har, 0, 128);
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if (gamma) {
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linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
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linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
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}
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}
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else {
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else {
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mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
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mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
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smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
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smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
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