Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool svm_node_aov_check(ccl_addr_space PathState *state,
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ccl_global float *buffer)
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{
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int path_flag = state->flag;
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bool is_primary = (path_flag & PATH_RAY_CAMERA) && (!(path_flag & PATH_RAY_SINGLE_PASS_DONE));
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return ((buffer != NULL) && is_primary);
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}
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ccl_device void svm_node_aov_color(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ccl_global float *buffer)
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{
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float3 val = stack_load_float3(stack, node.y);
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if (buffer) {
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kernel_write_pass_float4(buffer + kernel_data.film.pass_aov_color + 4 * node.z,
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make_float4(val.x, val.y, val.z, 1.0f));
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}
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}
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ccl_device void svm_node_aov_value(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, ccl_global float *buffer)
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{
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float val = stack_load_float(stack, node.y);
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if (buffer) {
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kernel_write_pass_float(buffer + kernel_data.film.pass_aov_value + node.z, val);
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}
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}
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CCL_NAMESPACE_END
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