Fix T60005: Eevee: Volume material doen't write alpha

This commit is contained in:
Clément Foucault 2019-03-12 23:14:37 +01:00
parent 31fba57677
commit 3146a07e3e
Notes: blender-bot 2023-02-14 04:15:57 +01:00
Referenced by issue #60005, Volume material doen't write alpha in Eevee
2 changed files with 6 additions and 2 deletions

View File

@ -834,7 +834,8 @@ void main()
# if defined(USE_ALPHA_BLEND_VOLUMETRICS)
/* XXX fragile, better use real viewport resolution */
vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
fragColor.rgb = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z).rgb;
fragColor.a = cl.opacity;
# else
fragColor = vec4(cl.radiance, cl.opacity);
# endif

View File

@ -151,5 +151,8 @@ vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth)
vec3 scattering = texture(inScattering, volume_cos).rgb;
vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
return vec4(scene_color.rgb * transmittance + scattering, scene_color.a);
/* Approximate volume alpha by using a monochromatic transmitance
* and adding it to the scene alpha. */
float final_alpha = mix(1.0, scene_color.a, dot(transmittance, vec3(1.0 / 3.0)));
return vec4(scene_color.rgb * transmittance + scattering, final_alpha);
}