Blender Git Statistics -> Branches -> temp-angavrilov-material-uniforms
"Temp-angavrilov-material-uniforms" branch
Total commits : 5
Total committers : 1
First Commit : October 12, 2020
Latest Commit : October 12, 2020
Commits by Date
Date | Number of Commits | |
---|---|---|
October 12, 2020 | 5 |
Committers
Author | Number of Commits |
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Alexander Gavrilov | 5 |
Popular Files
Filename | Total Edits |
---|---|
osl_services.cpp | 2 |
blender_object.cpp | 2 |
geom_primitive.h | 2 |
gpu_codegen.c | 2 |
geom_triangle.h | 2 |
geom_subd_triangle.h | 2 |
node_shader_attribute.c | 2 |
gpu_node_graph.c | 2 |
nodes.cpp | 2 |
geometry.cpp | 2 |
Latest commits
October 12, 2020, 19:03 (GMT) |
tweak attrs: fix UV attribute output type. |
October 12, 2020, 10:19 (GMT) |
Materials: support the custom uniform attributes in Eevee. The attributes are provided to the shader via a UBO indexed with resource_id, similar to the existing Object Info data. Unlike that, however, it is necessary to maintain a separate buffer for every requested combination of attributes. This is done using a hash table with the attribute set as the key, as it is not inconceivable that technically different materials may use the same set of attributes. In addition, in order to minimize wasted memory, a sparse UBO pool is implemented, so that chunks that don't require that set of data don't have to allocate any memory. Differential Revision: https://developer.blender.org/D2057 |
October 12, 2020, 10:19 (GMT) |
Materials: add custom object properties as uniform attributes. This patch allows the user to type a property name into the Attribute node, which will then output the value of the property for each individual object, allowing to e.g. customize shaders by object without duplicating the shader. In order to make supporting this easier for Eevee, it is necessary to explicitly choose whether the attribute is varying or uniform via a dropdown option of the Attribute node. The Cycles design seems to intend to treat all attributes equally, so the Blender interface uses a name prefix that can't be entered with keyboard. Differential Revision: https://developer.blender.org/D2057 |
October 12, 2020, 10:19 (GMT) |
Cycles: rename uchar4 attribute accessors from 'float4' to 'uchar4'. |
October 12, 2020, 10:19 (GMT) |
Materials: support true float4 attributes in the Attribute node. Add a new Alpha socket to the Attribute node that outputs the fourth component of the attribute. Currently the only such attribute is vertex color, but there may be more in the future. If the attribute has no alpha channel, the expected value is 1. |
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