Fix T87440 EEVEE: Specular Light Viewport Render Pass wrong behavior
This was caused by the closure refactor. The radiance being masked for SSR, we need to not enable SSR when trying to render the specular color pass. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11028
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@@ -1081,12 +1081,22 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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}
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}
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if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_COLOR) {
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bool prev_ssr = sldata->common_data.ssr_toggle;
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if (prev_ssr) {
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/* We need to disable ssr here so output radiance is not directed to the ssr buffer. */
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sldata->common_data.ssr_toggle = false;
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GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
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}
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material_renderpass_accumulate(fbl,
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material_accum_ps,
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NULL,
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pd,
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txl->spec_color_accum,
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sldata->renderpass_ubo.spec_color);
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if (prev_ssr) {
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sldata->common_data.ssr_toggle = prev_ssr;
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GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
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}
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}
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if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT) {
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material_renderpass_accumulate(fbl,
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