Merge branch 'blender-v2.91-release'

This commit is contained in:
Richard Antalik 2020-11-04 18:13:57 +01:00
commit 7a8c8ec5e9
4 changed files with 31 additions and 15 deletions

View File

@ -40,7 +40,7 @@ class RENDER_PT_freestyle(RenderFreestyleButtonsPanel, Panel):
bl_label = "Freestyle"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
rd = context.scene.render
@ -113,7 +113,7 @@ class RENDER_MT_lineset_context_menu(Menu):
class VIEWLAYER_PT_freestyle(ViewLayerFreestyleButtonsPanel, Panel):
bl_label = "Freestyle"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
view_layer = context.view_layer
@ -178,7 +178,7 @@ class VIEWLAYER_PT_freestyle(ViewLayerFreestyleButtonsPanel, Panel):
class VIEWLAYER_PT_freestyle_lineset(ViewLayerFreestyleEditorButtonsPanel, Panel):
bl_label = "Freestyle Line Set"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_edge_type_buttons(self, box, lineset, edge_type):
# property names
@ -277,7 +277,7 @@ class VIEWLAYER_PT_freestyle_lineset(ViewLayerFreestyleEditorButtonsPanel, Panel
class VIEWLAYER_PT_freestyle_linestyle(ViewLayerFreestyleEditorButtonsPanel, Panel):
bl_label = "Freestyle Line Style"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_modifier_box_header(self, box, modifier):
row = box.row()
@ -833,7 +833,7 @@ class MaterialFreestyleButtonsPanel:
class MATERIAL_PT_freestyle_line(MaterialFreestyleButtonsPanel, Panel):
bl_label = "Freestyle Line"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout

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

@ -942,6 +942,7 @@ static void rna_def_color_ramp_element(BlenderRNA *brna)
prop = RNA_def_property(srna, "position", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "pos");
RNA_def_property_range(prop, 0, 1);
RNA_def_property_ui_range(prop, 0, 1, 1, 3);
RNA_def_property_ui_text(prop, "Position", "Set position of selected color stop");
RNA_def_property_update(prop, 0, "rna_ColorRamp_update");
}

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;