Fix T88766 EEVEE: Missing glossy reflections with Shader to RGB & SSR is active.
This was due to the shading evaluation being outdated inside the ShaderToRGBA glsl code.
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blender-bot
2023-02-14 06:00:50 +01:00
Referenced by issue #88449: Blender LTS: Maintenance Task 2.93 Referenced by issue #88449, Blender LTS: Maintenance Task 2.93 Referenced by issue #88766, EEVEE: Specular BSDF incompatible with Shader to RGB when SSR is active.
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@ -1,14 +1,22 @@
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#ifndef VOLUMETRICS
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CLOSURE_EVAL_FUNCTION_DECLARE_1(node_shader_to_rgba, Glossy)
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void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
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{
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vec4 spec_accum = vec4(0.0);
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if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) {
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vec3 V = cameraVec(worldPosition);
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CLOSURE_VARS_DECLARE_1(Glossy);
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vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec(viewPosition));
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vec3 N = transform_direction(ViewMatrixInverse, vN);
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float roughness = cl.ssr_data.a;
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float roughnessSquared = max(1e-3, roughness * roughness);
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fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
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in_Glossy_0.N = N; /* Normalized during eval. */
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in_Glossy_0.roughness = cl.ssr_data.a;
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CLOSURE_EVAL_FUNCTION_1(node_shader_to_rgba, Glossy);
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spec_accum.rgb = out_Glossy_0.radiance;
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}
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outalpha = saturate(1.0 - avg(cl.transmittance));
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