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Git Commits -> Revision 786b0c6

September 2, 2019, 14:41 (GMT)
Eevee: SSS: Refactor translucency

This separate the translucency evaluation to be outside of surface eval.

This as the benefit to reduce code complexity and remove the need for
shadow map (non-test) sampler in the shading pass.

One big change is that bsdf intensity is multiplied and stored with the
albedo color instead of the sss irradiance. This is in order to apply it
to both the translucency and the sss diffusion. This change the look of
mixed SSS shaders which is now closer to cycles.

Performance cost is negligeable.

# Conflicts:
# source/blender/gpu/shaders/gpu_shader_material.glsl

Commit Details:

Full Hash: 786b0c641492ddf9369e39e58f73b200d35cd745
Parent Commit: 9ee5e73
Lines Changed: +248, -200

1 Added Path:

/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl (+148, -0) (View)

9 Modified Paths:

/source/blender/draw/CMakeLists.txt (+1, -0) (Diff)
/source/blender/draw/engines/eevee/eevee_materials.c (+7, -29) (Diff)
/source/blender/draw/engines/eevee/eevee_private.h (+7, -0) (Diff)
/source/blender/draw/engines/eevee/eevee_subsurface.c (+56, -1) (Diff)
/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl (+6, -6) (Diff)
/source/blender/draw/engines/eevee/shaders/lights_lib.glsl (+13, -139) (Diff)
/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl (+0, -12) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl (+6, -8) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl (+4, -5) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021