2a84331f02
Eevee: SSR: Output ssr datas to buffers.
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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.
2017-07-24 15:28:27 +02:00
04f8e1b21c
Eevee: Ssr: Add ssr id to glossy nodes.
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An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-24 15:28:27 +02:00
ec9330d206
Eevee: Fix default closure to match cycles.
2017-07-11 12:39:35 +02:00
d35c24f87b
Eevee: Transparency: Add support for blend ADD and MULTIPLY.
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This introduces a new transparency pass.
It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11 12:39:35 +02:00
05bef13b53
Eevee: Add support for Alpha clip and Hashed Alpha transparency.
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Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11 12:39:35 +02:00
e5462421c0
Eevee: Add support for common BSDFs.
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Add Diffuse BSDF, and Glossy.
Also Use World normal instead of view normal as input.
2017-07-06 13:32:19 +02:00
8b78a8d9bc
Eevee: Volumetrics: Add support for Position Coordinates.
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This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
2017-07-05 18:21:06 +02:00
f8aab24fb5
Eevee: Volumetrics: Add Volume Absorption node.
2017-07-05 18:21:06 +02:00
fc8f6e8f7a
Eevee: Fix Closure define.
2017-07-04 11:40:12 +02:00
b09052002c
Eevee: Add support for volumetrics in node tree.
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Only volume scatter is implemented for now.
2017-07-03 22:08:33 +02:00
2eef097831
GPU Codegen: Add new closure socket type.
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This allow specialized shaders to redefine the closure interface to fit their needs.
For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
Dalai Felinto
d97c3bc7ad
Merge branch 'master' into blender2.8
2017-07-03 15:18:46 +02:00
eb420e6b7f
Fix T51957: principled BSDF mismatches in GLSL viewport.
2017-07-02 18:37:50 +02:00
0831099664
Eevee: Principled BSDF: add support for specular tint + optimisation
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Only use clearcoat version if there is something linked or if the clearcoat value is not 0.
2017-06-30 14:12:25 +02:00
cdb07ff30e
Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto).
2017-06-29 20:23:06 +02:00
5e96df7d27
Eevee: Remove Geometry shader usage for background.
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This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29 17:08:13 +02:00
95797336f5
Eevee: Prepare support for future Anisotropic shading.
2017-06-29 17:08:13 +02:00
3888227a7b
material Glsl: Fix tangent with new orco.
2017-06-29 17:08:13 +02:00
e14fd19105
Eevee: Add Initial support for Principle BRDF.
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Lots of things not working yet but it's comming.
2017-06-29 01:47:59 +02:00
Dalai Felinto
6f0b80425b
Fix shaders not working in Eevee
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Not a single node based shader was working since a recent merge from
master.
The merge brought changes from the principle bsdf shader where
unsupported gl_ProjectionMatrix was still being used.
2017-06-26 12:14:21 +02:00
f0863f2a80
Merge branch 'master' into blender2.8
2017-06-26 13:27:54 +10:00
28ff238c45
Eevee: Planar reflection: Fix normal deformation for background pixels.
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Now it matches world cubemap perfectly.
2017-06-24 05:24:59 +02:00
e92940c6f3
Eevee: Planar Reflection: Add contact hardening normal distortion.
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Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
2017-06-24 01:08:26 +02:00
779c950098
Eevee: Ambient Occlusion: Initial implementation.
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Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate.
Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
2017-06-22 03:51:06 +02:00
968093ec2f
Fix T51862: principled shader GLSL artifacts in ortho mode.
2017-06-21 21:31:08 +02:00
14ea0c5fcc
Fix T51849: change Cycles clearcoat gloss to roughness.
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This is compatible with UE4 and more consistent with specular and transmission
roughness, even if it deviates from the original Disney BRDF.
2017-06-21 19:55:20 +02:00
5c5c09439a
Clean node names and organize menus for eevee
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This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
2017-06-20 18:39:59 +02:00
aaf37e1216
Implement Eevee output node system
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This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.
Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
2017-06-20 18:39:49 +02:00
3fa2409002
Eevee: Fix compilation error
2017-06-03 01:43:25 +02:00
eae486f5e6
Merge branch 'master' into blender2.8
2017-06-02 15:39:29 +10:00
0d8bf4bf94
Cleanup: style
2017-06-02 15:38:04 +10:00
3bc8e88643
GPUCodegen: fix missing ViewMatrix in new shading.
2017-06-01 13:23:06 +02:00
8d7b98bfd3
OpenGL: cleanup material shader GLSL
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prefer vector math over scalar
prefer * over /
shorten vec3(x, x, x) to vec3(x)
use clamp, max, etc. instead of custom logic
declare loop vars as part of for loop
spacing
2017-05-19 14:20:37 -04:00
8561a2dda7
OpenGL: remove BIT_OPERATIONS check from GLSL
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Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
2017-05-19 12:36:10 -04:00
4c5e9d7c0d
OpenGL: convert old texture2D calls in material GLSL
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Modern GLSL simplifies texture sampling functions. Info about 1D, 2D, 3D, Cube, etc. comes from the sampler type.
2017-05-19 11:09:12 -04:00
1f46da922a
Merge branch 'master' into blender2.8
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/depsgraph_tag.cc
source/blender/editors/mask/mask_draw.c
2017-05-19 09:36:14 +02:00
242a044bd1
GPUMaterial: Add support for tangent node.
2017-05-18 16:05:03 +02:00
Pascal Schoen
32c9d2322c
Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected
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Renamed the "Transparency" input of the Principled BSDF to
"Transmission" and "Refraction Roughness" to "Transmission Roughness".
2017-05-18 13:18:19 +02:00
11e7e0769a
Eevee: fix orco.
2017-05-18 01:50:06 +02:00
00a5885136
Eevee: Refactor shaders defines
2017-05-18 01:50:06 +02:00
8adec78ca5
Cleanup: remove GLSL version checks
2017-05-17 10:46:42 +10:00
fdf2d8bb95
Eevee: Support for light path node "is camera ray" output.
2017-05-10 16:03:25 +02:00
da8b34e527
Eevee: Fix some issues
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Fix issue with manipulator contributing to depth.
Fix blender internal shader.
2017-05-10 16:03:25 +02:00
e32ec677c3
Draw Manager: Simplify usage and check for errors.
2017-05-09 23:55:19 +02:00
24a64cb414
Fix shadow shader to support core profile.
2017-05-09 16:30:40 +02:00
86c299c6a4
Merge branch 'master' into blender2.8
2017-05-09 14:33:05 +02:00
ffc95a33b6
Fix T51434: Module math operation is wrong in GLSL shading
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Based on patch from @lazydodo .
Reviewers: sergey
Differential Revision: https://developer.blender.org/D2661
2017-05-09 12:32:47 +02:00
c47926542a
GPUMaterial: Fix regressions concerning background texco
2017-05-07 15:51:54 +02:00
104e6a7b8a
GPUMaterial: Make background not transparent
2017-05-07 15:51:54 +02:00
31f2f1b5f2
Eevee: Fix compilation issue on certain driver.
2017-05-05 13:07:11 +02:00