Reflection Anisotropic is not really supported in Eevee, but since code looks like it is just intended to make it behave like glossy, it should function like it too. Seems like the internal calling from `node_bsdf_glossy` from `node_bsdf_anisotropic` has swapped arguments. Also: ssr_id is available for SH_NODE_BSDF_ANISOTROPIC as well (see `ntree_tag_bsdf_cb`), so why not use it? Maniphest Tasks: T84658 Differential Revision: https://developer.blender.org/D10547
18 lines
665 B
GLSL
18 lines
665 B
GLSL
#ifndef VOLUMETRICS
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void node_bsdf_anisotropic(vec4 color,
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float roughness,
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float anisotropy,
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float rotation,
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vec3 N,
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vec3 T,
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const float use_multiscatter,
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const float ssr_id,
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out Closure result)
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{
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node_bsdf_glossy(color, roughness, N, use_multiscatter, ssr_id, result);
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}
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#else
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/* Stub anisotropic because it is not compatible with volumetrics. */
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# define node_bsdf_anisotropic(a, b, c, d, e, f, g, h, result) (result = CLOSURE_DEFAULT)
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#endif
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