Fix T78845: Eevee wrong material selection.
In cases where the same node tree is used in different materials with small changes, the wrong material could be selected. Cause: Hair shaders GPU resources weren't updated and used the previous bound data. Reviewed By: fclem Differential Revision: https://developer.blender.org/D11036
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Notes:
blender-bot
2023-02-14 11:18:07 +01:00
Referenced by issue #78845, Some hair particles are rendered the wrong material in EEVEE
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Subproject commit 81815ea92c2071a08566dc66d4a871b6e2f5c868
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Subproject commit 4cb833e84acfd2be5fa08ce75118ce9cb60643b8
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@ -765,12 +765,15 @@ static void eevee_hair_cache_populate(EEVEE_Data *vedata,
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if (matcache.depth_grp) {
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*matcache.depth_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.depth_grp);
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DRW_shgroup_add_material_resources(*matcache.depth_grp_p, matcache.shading_gpumat);
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}
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if (matcache.shading_grp) {
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*matcache.shading_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.shading_grp);
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DRW_shgroup_add_material_resources(*matcache.shading_grp_p, matcache.shading_gpumat);
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}
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if (matcache.shadow_grp) {
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*matcache.shadow_grp_p = DRW_shgroup_hair_create_sub(ob, psys, md, matcache.shadow_grp);
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DRW_shgroup_add_material_resources(*matcache.shadow_grp_p, matcache.shading_gpumat);
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*cast_shadow = true;
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}
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