Clément Foucault
ec9330d206
Eevee: Fix default closure to match cycles.
2017-07-11 12:39:35 +02:00
Clément Foucault
d35c24f87b
Eevee: Transparency: Add support for blend ADD and MULTIPLY.
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This introduces a new transparency pass.
It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11 12:39:35 +02:00
Clément Foucault
05bef13b53
Eevee: Add support for Alpha clip and Hashed Alpha transparency.
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Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11 12:39:35 +02:00
Brecht Van Lommel
ba256b32ee
Fix T52001: material draw mode principled BSDF artifacts at some angles.
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The default anisotropic tangent computation could fail in some cases,
leading to NaNs and artifacts. Use a simpler formulation that doesn't
suffer from this.
2017-07-08 23:42:20 +02:00
Dalai Felinto
e960cecdf8
GPU: Silence warning of potentially unused variable (NormalMatrix)
2017-07-07 15:10:09 +02:00
Clément Foucault
e5462421c0
Eevee: Add support for common BSDFs.
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Add Diffuse BSDF, and Glossy.
Also Use World normal instead of view normal as input.
2017-07-06 13:32:19 +02:00
Clément Foucault
8b78a8d9bc
Eevee: Volumetrics: Add support for Position Coordinates.
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This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
2017-07-05 18:21:06 +02:00
Clément Foucault
f8aab24fb5
Eevee: Volumetrics: Add Volume Absorption node.
2017-07-05 18:21:06 +02:00
Clément Foucault
fc8f6e8f7a
Eevee: Fix Closure define.
2017-07-04 11:40:12 +02:00
Clément Foucault
b09052002c
Eevee: Add support for volumetrics in node tree.
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Only volume scatter is implemented for now.
2017-07-03 22:08:33 +02:00
Clément Foucault
2eef097831
GPU Codegen: Add new closure socket type.
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This allow specialized shaders to redefine the closure interface to fit their needs.
For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03 22:08:33 +02:00
Dalai Felinto
d97c3bc7ad
Merge branch 'master' into blender2.8
2017-07-03 15:18:46 +02:00
Brecht Van Lommel
eb420e6b7f
Fix T51957: principled BSDF mismatches in GLSL viewport.
2017-07-02 18:37:50 +02:00
Clément Foucault
0831099664
Eevee: Principled BSDF: add support for specular tint + optimisation
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Only use clearcoat version if there is something linked or if the clearcoat value is not 0.
2017-06-30 14:12:25 +02:00
Clément Foucault
cdb07ff30e
Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto).
2017-06-29 20:23:06 +02:00
Clément Foucault
5e96df7d27
Eevee: Remove Geometry shader usage for background.
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This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29 17:08:13 +02:00
Clément Foucault
95797336f5
Eevee: Prepare support for future Anisotropic shading.
2017-06-29 17:08:13 +02:00
Clément Foucault
3888227a7b
material Glsl: Fix tangent with new orco.
2017-06-29 17:08:13 +02:00
Clément Foucault
e14fd19105
Eevee: Add Initial support for Principle BRDF.
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Lots of things not working yet but it's comming.
2017-06-29 01:47:59 +02:00
Dalai Felinto
6f0b80425b
Fix shaders not working in Eevee
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Not a single node based shader was working since a recent merge from
master.
The merge brought changes from the principle bsdf shader where
unsupported gl_ProjectionMatrix was still being used.
2017-06-26 12:14:21 +02:00
Campbell Barton
f0863f2a80
Merge branch 'master' into blender2.8
2017-06-26 13:27:54 +10:00
Clément Foucault
28ff238c45
Eevee: Planar reflection: Fix normal deformation for background pixels.
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Now it matches world cubemap perfectly.
2017-06-24 05:24:59 +02:00
Clément Foucault
e92940c6f3
Eevee: Planar Reflection: Add contact hardening normal distortion.
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Save radial distance to camera in alpha channel of the planar probe.
Use this distance to modulate distortion intensity when shading the surface.
2017-06-24 01:08:26 +02:00
Clément Foucault
779c950098
Eevee: Ambient Occlusion: Initial implementation.
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Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate.
Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
2017-06-22 03:51:06 +02:00
Brecht Van Lommel
968093ec2f
Fix T51862: principled shader GLSL artifacts in ortho mode.
2017-06-21 21:31:08 +02:00
Brecht Van Lommel
14ea0c5fcc
Fix T51849: change Cycles clearcoat gloss to roughness.
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This is compatible with UE4 and more consistent with specular and transmission
roughness, even if it deviates from the original Disney BRDF.
2017-06-21 19:55:20 +02:00
Luca Rood
5c5c09439a
Clean node names and organize menus for eevee
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This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
2017-06-20 18:39:59 +02:00
Luca Rood
aaf37e1216
Implement Eevee output node system
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This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.
Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
2017-06-20 18:39:49 +02:00
Clément Foucault
3fa2409002
Eevee: Fix compilation error
2017-06-03 01:43:25 +02:00
Clément Foucault
04992a6ffc
Object Mode Engine: Fix spot cone shader.
2017-06-03 00:54:01 +02:00
Campbell Barton
eae486f5e6
Merge branch 'master' into blender2.8
2017-06-02 15:39:29 +10:00
Campbell Barton
0d8bf4bf94
Cleanup: style
2017-06-02 15:38:04 +10:00
Clément Foucault
3bc8e88643
GPUCodegen: fix missing ViewMatrix in new shading.
2017-06-01 13:23:06 +02:00
Mike Erwin
8d7b98bfd3
OpenGL: cleanup material shader GLSL
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prefer vector math over scalar
prefer * over /
shorten vec3(x, x, x) to vec3(x)
use clamp, max, etc. instead of custom logic
declare loop vars as part of for loop
spacing
2017-05-19 14:20:37 -04:00
Mike Erwin
8561a2dda7
OpenGL: remove BIT_OPERATIONS check from GLSL
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Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
2017-05-19 12:36:10 -04:00
Luca Rood
5218860607
Fix issue with alpha layering for AA dot drawing
2017-05-19 18:01:24 +02:00
Mike Erwin
ef3c255457
fix typo in interlace shader
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introduced by recent 8adec78ca5
2017-05-19 11:09:12 -04:00
Mike Erwin
648f2a61ad
OpenGL: convert old texture2D calls in built-in shaders
2017-05-19 11:09:12 -04:00
Mike Erwin
fa47437426
OpenGL: clean up smoke & fire shaders
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TODO: swap gl_Vertex for vec3 pos, update smoke setup code
2017-05-19 11:09:12 -04:00
Mike Erwin
f6ffe12ddb
OpenGL: convert old texture2D calls in FX shaders
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And one texture1D call.
2017-05-19 11:09:12 -04:00
Mike Erwin
4c5e9d7c0d
OpenGL: convert old texture2D calls in material GLSL
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Modern GLSL simplifies texture sampling functions. Info about 1D, 2D, 3D, Cube, etc. comes from the sampler type.
2017-05-19 11:09:12 -04:00
Bastien Montagne
c409acd842
Cleanup: removing dummy legacy dashed line shader.
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Dashed requires geom shader, which was not available with older OpenGL,
now that we are on 3.3 we do not need that dummy workaround anymore.
2017-05-19 09:42:30 +02:00
Bastien Montagne
1f46da922a
Merge branch 'master' into blender2.8
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/depsgraph_tag.cc
source/blender/editors/mask/mask_draw.c
2017-05-19 09:36:14 +02:00
Clément Foucault
242a044bd1
GPUMaterial: Add support for tangent node.
2017-05-18 16:05:03 +02:00
Campbell Barton
00164f3c70
Correct own error using u32 for back-buffer select
2017-05-18 22:33:34 +10:00
Pascal Schoen
32c9d2322c
Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected
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Renamed the "Transparency" input of the Principled BSDF to
"Transmission" and "Refraction Roughness" to "Transmission Roughness".
2017-05-18 13:18:19 +02:00
Bastien Montagne
5dd9e17266
DwM: Armature: Cleanup envelope bone code a bit.
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Mainly adding 'wire' suffix to wire/distance drawing func and shader.
Also, match wire vertex shader behavior with solid one regarding
head/tail only drawing (i.e. alwas expect head bone mat, never tail one,
and assume that if a radius is negative, then we only draw on the other
end of the bone).
2017-05-18 12:13:19 +02:00
Bastien Montagne
23f256b24b
DwM: Armature: add solid envelope bone drawing.
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Envelope bones are now pretty much identical to old drawing code.
Note that currently new DwM drawing code does not seem to care about
wire/solid drawing modes at all, guess this is still TODO... For now we
hence just get both wire and solid for envelope bones, this can be
refined later.
2017-05-18 12:13:19 +02:00
Clément Foucault
11e7e0769a
Eevee: fix orco.
2017-05-18 01:50:06 +02:00
Clément Foucault
00a5885136
Eevee: Refactor shaders defines
2017-05-18 01:50:06 +02:00