Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.
The Cycles code is already refactored and committed by Brecht.
Ref D2057
This avoid strange discrepency between the general purpose variant and
the specialized glass variant which did not have a way to turn
multi-scatter off.
The alpha out socket output the average transmittance, not the alpha.
This patch will convert the transmittance to alpha.
Found during research of T80919; Issue introduced when `Closure.opacity` was migrated to `Closure.transmittance`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9010
Since {D8234} the image editor is drawn using a depth buffer.
When using `draw_texture_2d` the image is drawn using the 2D_IMAGE
shader. inside the vertex buffer the image was pushed to the background.
This was introduced by {648924333234} what seems to be out dated as we
have done several overhauls in this area. (workbench refactor, overlay
engine refactor, color management pipeline).
This patch removes the pushing of the image to the background.
Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
This was causing flashing colors in the node editor grid.
This is because in some cases the flat color is only set on the provoking
vertex which is the last of the primitive by default.
Regression from {b248ec97769f}. A new parameter was introduced, but the
stub shader macros still had the old number of parametes. This
change adds a new dummy parameter to the stub macros.
It seems that using a vertex shader using both `gl_InstanceID` and
`gl_VertexID` is causing some issues on MacOS + Intel Iris.
Regression introduced by rB052538edc1fba109d3427471047611888ed13bea
The current 1D Voronoi implementation for the Distance to Edge option
computes the distance to the cells instead. This patch fixes that and
compute the distance to the edge.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D8634
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code
complexity and duplication.
- split bsdf_common_lib.glsl into multiple sub library which are now shared
with other engines.
- the surface shader code is now more organised and have its own files.
- change default world to use a material nodetree and make lookdev shader
more clear.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8306
Careless use of acos() in spherical coordinates transformation was
deteriorating the precision near zenith (and nadir) and producing
glitchy pixels (best seen in longer focal lengths).
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8266
I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.
There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7108
This was due to a bad driver which was not respecting this bit of the
specification:
`If the current primitive does not originate from an instanced draw command, the value of gl_InstanceID is zero.`
When the film is set to transparent the environment pass should still be
rendered solid. otherwise it renders black.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8046
This means all the antiailasing is done inside the fragment shader.
We use a Signed Distance Field to draw the 2D rounded boxes. This ensure
the best quality for AA.
This reduce the averge Batch for widget to 16 verts instead of ~600 and
reduce overshading a lot.
Theme Emboss alpha and tria alpha needs to be changed after this refactor.
The shadow drawing is left unchanged and still use geometry.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D7833
This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
This should fix T73942: Eevee mipmaps not respecting border mode.
Note that this also fix some discrepencies between cycles and eevee (like
boxmapping + clip).
These are the modifications:
-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.
One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.
The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)
Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7642
This new shader is able to emulate smooth wide lines drawing using a
geometry shader.
This shader needs viewportSize and lineWidth uniforms to be set.
There is multiple variants to replace the usage of wide lines for most
shaders.
This patch only fix the gizmo_types files and the navigation gizmo.
Other areas could be fixed afterward, I just limited the patch size.
Fix T57570.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D7487
This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.
Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.
Differential Revision: https://developer.blender.org/D7065