Fix: EEVEE-Next: Wrong thickness for Hybrid material
The thickness was evaluated after the surface nodetree. So the effective thickness for shader to RGB BSDFs was undefined. Fix #120791
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@@ -44,14 +44,14 @@ void main()
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float noise = utility_tx_fetch(utility_tx, gl_FragCoord.xy, UTIL_BLUE_NOISE_LAYER).r;
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float closure_rand = fract(noise + sampling_rng_1D_get(SAMPLING_CLOSURE));
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g_thickness = nodetree_thickness() * thickness_mode;
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fragment_displacement();
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nodetree_surface(closure_rand);
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g_holdout = saturate(g_holdout);
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g_thickness = nodetree_thickness() * thickness_mode;
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/** Transparency weight is already applied through dithering, remove it from other closures. */
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float transparency = 1.0 - average(g_transmittance);
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float transparency_rcp = safe_rcp(transparency);
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