Inconsistent Behavior with Material Shader Node Tree between different versions of Blender #99212
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Reference: blender/blender#99212
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System Information
Operating system: Debian Linux (Testing Branch)
Graphics card: RX 6700 XT
Blender Version
Broken: Blender 3.2, 3.3.0-alpha+master.4c3b984b3daa
Worked: Blender 2.93
Short description of error
A material shader node tree that uses math to zero out the alpha channel when both back and front faces are visible behaves differently/does not work correctly on newer versions of Blender.
Exact steps for others to reproduce the error
Open attached .blend file, switch to Rendered view, on version 2.93 you'll find the shadow volume works correctly, on versions 3.2 and 3.3.0-alpha you'll find it behaves differently/incorrectly.
shadow-volume-shader.blend
Here's how it looks in Blender 2.93:
Here's how it looks in Blender 3.2 and 3.3.0-alpha:
To be clear, this shader is essentially an implementation of Stencil Shadows/Shadow Volumes,
except the alpha channel is used in lieu of the stencil buffer, since Blender does not provide access to the stencil buffer to the best of my knowledge.
It can be used for a variety of interesting effects not limited to shadows, for an additional use-case example, see here: https://youtu.be/iAX0T7yxDSM?t=78
Added subscriber: @sn0w75-4
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Needs User Info'
If we compare with the result seen in Cycles, I would say that the correct result is the current one, the one shown in the first image is actually wrong.
So I wouldn't say there's a bug here (there must have been a fix).
Could you provide an even more simplified version of the shader so that we can verify that this is indeed a bug?
My apologies, I forgot to mention: The above two pictures are when using the EEVEE render engine (this shader is not designed for use with Cycles).
Pretty important point to note given that the way EEVEE and Cycles handle alpha is most likely very different.
I'm not sure if I can simplify the shader beyond how it stands currently, but I may try in the near future if you'd still like me to now knowing this bug report is directed at EEVEE rather than Cycles.
To try and explain what the shader is attempting to do as simply as possible:
(Using Alpha Blending, assuming the Blend operation is GL_FUNC_ADD/VK_BLEND_OP_ADD)
If we are shading a Back face, set Alpha to -1 and render the fragment with -1 alpha to the screen.
If we are shading a Front face, set Alpha to +1 (or desired transparency value) and render the fragment with +1 to the screen.
Back Face Only: Alpha = -1 (transparent)
Back + Front Face: Alpha = 0 (transparent)
Front Face Only: Alpha = 1 (opaque)
Given the above, I think the result of the above shader should be that only fragments/pixels of the sphere that intersect with the floor plane should be rendered (the result of the first image/Blender 2.93 EEVEE),
because the back faces of the sphere fail the depth test only where they are hidden behind the floor plane, leaving only the front faces to be rendered to the screen.
Added subscriber: @fclem
If this is the case, the material could be simplified to:
But using negative value in the mix shader to get transparency with "alpha -1", is not conventional. And from
80859a6cb2
, Eevee'sMix Shader
is now clamped (just like Cycles).That was an intentional change, so not really considered a bug.
If you want to get transparency values beyond the limit, you can simply increase the intensity of the transparency color:
This even has the advantage of working in Cycles.
So unless it proves to have a real advantage in unclamping the
Mix Shader
so that it behaves as before, I don't think it needs to be changed. (Cc @fclem)Agreed, the only thing(s) that might be worth doing are:
and/or
Changed status from 'Needs User Info' to: 'Archived'
I don't think it is necessary to indicate in the manual on every slide in the Blender interface whether it is clamped or not.
If the user puts -1 and 0 appears it should be clamped.
But it looks like this change wasn't mentioned in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.2
A mistake.