Eevee: Some changes to default shader.
Use old BI material prop and use a metallic approach.
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@@ -620,12 +620,13 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
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else {
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/* Shader failed : pink color */
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static float col[3] = {1.0f, 0.0f, 1.0f};
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static float spec[3] = {1.0f, 0.0f, 1.0f};
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static short hardness = 1;
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static float half = 0.5f;
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shgrp = DRW_shgroup_create(e_data.default_lit, psl->default_pass);
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DRW_shgroup_uniform_vec3(shgrp, "diffuse_col", col, 1);
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DRW_shgroup_uniform_vec3(shgrp, "specular_col", spec, 1);
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DRW_shgroup_uniform_short(shgrp, "hardness", &hardness, 1);
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DRW_shgroup_uniform_vec3(shgrp, "basecol", col, 1);
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DRW_shgroup_uniform_float(shgrp, "metallic", &half, 1);
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DRW_shgroup_uniform_float(shgrp, "specular", &half, 1);
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DRW_shgroup_uniform_float(shgrp, "roughness", &half, 1);
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DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "ltcMat", e_data.ltc_mat);
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DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "brdfLut", e_data.brdf_lut);
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DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "probeFiltered", txl->probe_pool);
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@@ -640,9 +641,10 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
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}
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else {
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit, psl->default_pass);
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DRW_shgroup_uniform_vec3(shgrp, "diffuse_col", &ma->r, 1);
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DRW_shgroup_uniform_vec3(shgrp, "specular_col", &ma->specr, 1);
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DRW_shgroup_uniform_short(shgrp, "hardness", &ma->har, 1);
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DRW_shgroup_uniform_vec3(shgrp, "basecol", &ma->r, 1);
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DRW_shgroup_uniform_float(shgrp, "metallic", &ma->ray_mirror, 1);
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DRW_shgroup_uniform_float(shgrp, "specular", &ma->spec, 1);
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DRW_shgroup_uniform_float(shgrp, "roughness", &ma->gloss_mir, 1);
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DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "ltcMat", e_data.ltc_mat);
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DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "brdfLut", e_data.brdf_lut);
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DRW_shgroup_uniform_texture(stl->g_data->default_lit_grp, "probeFiltered", txl->probe_pool);
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@@ -1,13 +1,15 @@
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uniform vec3 diffuse_col;
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uniform vec3 specular_col;
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uniform int hardness;
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uniform vec3 basecol;
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uniform float metallic;
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uniform float specular;
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uniform float roughness;
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out vec4 FragColor;
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void main()
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{
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float roughness = 1.0 - float(hardness) / 511.0;
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roughness *= roughness;
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FragColor = vec4(eevee_surface_lit(worldNormal, diffuse_col, specular_col, roughness, 1.0), 1.0);
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vec3 dielectric = vec3(0.034) * specular * 2.0;
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vec3 diffuse = mix(basecol, vec3(0.0), metallic);
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vec3 f0 = mix(dielectric, basecol, metallic);
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FragColor = vec4(eevee_surface_lit(worldNormal, diffuse, f0, roughness, 1.0), 1.0);
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}
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