ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90 #80919
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Reference: blender/blender#80919
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Blender Version
Broken: version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash:
0330d1af29
Worked: 2.83
Short description of error
If ShaderToRGB Node is plugged to alpha socket of another princepled BSDF, it does not work if blend mode is alpha clip or alpha hashed in blender 2.90.
This combination worked in 2.83
I attached a snapshot image in both cases 2.90 and 2.83.
Left image is 2.90, and Right image is 2.83.4.
The object becomes fully transparent in 2.90 case.
(Though, It works if blend mode is alpha blend.
The problem is only in alpha clip or alpha hashed mode.)
Exact steps for others to reproduce the error
ShaderToRGB_Problem.blend
Added subscriber: @popqjp
ShaderToRGB Node plugged toto ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90Added subscriber: @mano-wii
Can you provide a simple .blend file showing the problem?
I atached a blend file (ShaderToRGB_Problem.blend) here.
ShaderToRGB_Problem.blend
This file was saved by blender 2.83. (I checked that it can be read by 2.90 and the problem occurs there with my PC.)
When viewport render is turned to "Rendered", the suzanne becomes fully transparent in 2.90, while it is shown in 2.83.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Jeroen-Bakker
During depth prepass the BSDF evaluation is skipped as at this point not all material resources are available. [See
closure_lit_lib.glsl
].This will output black color, what is converted and put in the alpha socket. An alpha of 0 is not visible, making the depth shader always discard the pixel.
As a work-around you could use the alpha blend mode, what does not rely on the depth shader.
There isn't a good solution for this as the depth shader must run first before anything as other effects (AO, shadowing) rely on the depth buffers. Surface shading happens later in the pipeline as they rely on AO and shadowing. For now I set it to known issue and add this as a limitation in the manual.