Render: make Cycles and Evee support each other's output material nodes.
This changes the Cycles exporting and Cycles/Eevee UI code to support both output material nodes, giving priority to the renderer native one. Still missing is Eevee code to prefer the Eevee output node.
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@@ -214,6 +214,9 @@ static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
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* render engines works but it's how the GPU shader compilation works. This we
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* can change in the future and make it a generic function, but for now it stays
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* private here.
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*
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* It also does not yet take into account render engine specific output nodes,
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* it should give priority to e.g. the Eevee material output node for Eevee.
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*/
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static bNode *ntree_shader_output_node(bNodeTree *ntree)
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{
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@@ -42,10 +42,6 @@ static int node_shader_gpu_output_material(GPUMaterial *mat, bNode *node, bNodeE
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{
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GPUNodeLink *outlink;
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if (BKE_scene_uses_blender_eevee(GPU_material_scene(mat))) {
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return false;
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}
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GPU_stack_link(mat, node, "node_output_material", in, out, &outlink);
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GPU_material_output_link(mat, outlink);
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