Fix T82385 EEVEE: Alpha Clip shadows actually using Alpha Hashed shadows

The shadow path was not using the alpha threshold.
This commit is contained in:
Clément Foucault 2020-11-04 17:16:06 +01:00
parent 78234eb214
commit 96e8dadda0
Notes: blender-bot 2023-02-14 00:13:36 +01:00
Referenced by issue #87272, Create the shadow catcher in eevee give a black result
Referenced by issue #82385, EEVEE Alpha Clip shadows actually using Alpha Hashed shadows
2 changed files with 25 additions and 10 deletions

View File

@ -1,5 +1,9 @@
void node_output_material(
Closure surface, Closure volume, vec3 displacement, float alpha_threshold, out Closure result)
void node_output_material(Closure surface,
Closure volume,
vec3 displacement,
float alpha_threshold,
float shadow_threshold,
out Closure result)
{
#ifdef VOLUMETRICS
result = volume;
@ -7,9 +11,9 @@ void node_output_material(
result = surface;
# if defined(USE_ALPHA_HASH)
/* Alpha clip emulation. */
if (alpha_threshold >= 0.0) {
if ((rayType != EEVEE_RAY_SHADOW) ? (alpha_threshold >= 0.0) : (shadow_threshold >= 0.0)) {
float alpha = saturate(1.0 - avg(result.transmittance));
result.transmittance = vec3(step(alpha, alpha_threshold));
result.transmittance = vec3(step(alpha, max(alpha_threshold, shadow_threshold)));
}
# endif
#endif

View File

@ -45,18 +45,29 @@ static int node_shader_gpu_output_material(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
GPUNodeLink *outlink, *alpha_threshold_link;
GPUNodeLink *outlink, *alpha_threshold_link, *shadow_threshold_link;
Material *ma = GPU_material_get_material(mat);
if (ma && ma->blend_method == MA_BM_CLIP) {
alpha_threshold_link = GPU_uniform(&ma->alpha_threshold);
static float no_alpha_threshold = -1.0f;
if (ma) {
alpha_threshold_link = GPU_uniform((ma->blend_method == MA_BM_CLIP) ? &ma->alpha_threshold :
&no_alpha_threshold);
shadow_threshold_link = GPU_uniform((ma->blend_shadow == MA_BS_CLIP) ? &ma->alpha_threshold :
&no_alpha_threshold);
}
else {
static float no_alpha_threshold = -1.0f;
alpha_threshold_link = GPU_uniform(&no_alpha_threshold);
shadow_threshold_link = GPU_uniform(&no_alpha_threshold);
}
GPU_stack_link(mat, node, "node_output_material", in, out, alpha_threshold_link, &outlink);
GPU_stack_link(mat,
node,
"node_output_material",
in,
out,
alpha_threshold_link,
shadow_threshold_link,
&outlink);
GPU_material_output_link(mat, outlink);
return true;