Merge branch 'blender-v2.91-release'
This commit is contained in:
commit
7a8c8ec5e9
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@ -40,7 +40,7 @@ class RENDER_PT_freestyle(RenderFreestyleButtonsPanel, Panel):
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bl_label = "Freestyle"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_header(self, context):
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rd = context.scene.render
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@ -113,7 +113,7 @@ class RENDER_MT_lineset_context_menu(Menu):
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class VIEWLAYER_PT_freestyle(ViewLayerFreestyleButtonsPanel, Panel):
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bl_label = "Freestyle"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_header(self, context):
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view_layer = context.view_layer
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@ -178,7 +178,7 @@ class VIEWLAYER_PT_freestyle(ViewLayerFreestyleButtonsPanel, Panel):
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class VIEWLAYER_PT_freestyle_lineset(ViewLayerFreestyleEditorButtonsPanel, Panel):
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bl_label = "Freestyle Line Set"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_edge_type_buttons(self, box, lineset, edge_type):
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# property names
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@ -277,7 +277,7 @@ class VIEWLAYER_PT_freestyle_lineset(ViewLayerFreestyleEditorButtonsPanel, Panel
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class VIEWLAYER_PT_freestyle_linestyle(ViewLayerFreestyleEditorButtonsPanel, Panel):
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bl_label = "Freestyle Line Style"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_modifier_box_header(self, box, modifier):
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row = box.row()
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@ -833,7 +833,7 @@ class MaterialFreestyleButtonsPanel:
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class MATERIAL_PT_freestyle_line(MaterialFreestyleButtonsPanel, Panel):
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bl_label = "Freestyle Line"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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@ -1,5 +1,9 @@
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void node_output_material(
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Closure surface, Closure volume, vec3 displacement, float alpha_threshold, out Closure result)
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void node_output_material(Closure surface,
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Closure volume,
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vec3 displacement,
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float alpha_threshold,
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float shadow_threshold,
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out Closure result)
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{
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#ifdef VOLUMETRICS
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result = volume;
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@ -7,9 +11,9 @@ void node_output_material(
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result = surface;
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# if defined(USE_ALPHA_HASH)
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/* Alpha clip emulation. */
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if (alpha_threshold >= 0.0) {
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if ((rayType != EEVEE_RAY_SHADOW) ? (alpha_threshold >= 0.0) : (shadow_threshold >= 0.0)) {
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float alpha = saturate(1.0 - avg(result.transmittance));
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result.transmittance = vec3(step(alpha, alpha_threshold));
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result.transmittance = vec3(step(alpha, max(alpha_threshold, shadow_threshold)));
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}
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# endif
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#endif
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@ -942,6 +942,7 @@ static void rna_def_color_ramp_element(BlenderRNA *brna)
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prop = RNA_def_property(srna, "position", PROP_FLOAT, PROP_NONE);
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RNA_def_property_float_sdna(prop, NULL, "pos");
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RNA_def_property_range(prop, 0, 1);
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RNA_def_property_ui_range(prop, 0, 1, 1, 3);
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RNA_def_property_ui_text(prop, "Position", "Set position of selected color stop");
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RNA_def_property_update(prop, 0, "rna_ColorRamp_update");
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}
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@ -45,18 +45,29 @@ static int node_shader_gpu_output_material(GPUMaterial *mat,
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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GPUNodeLink *outlink, *alpha_threshold_link;
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GPUNodeLink *outlink, *alpha_threshold_link, *shadow_threshold_link;
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Material *ma = GPU_material_get_material(mat);
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if (ma && ma->blend_method == MA_BM_CLIP) {
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alpha_threshold_link = GPU_uniform(&ma->alpha_threshold);
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static float no_alpha_threshold = -1.0f;
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if (ma) {
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alpha_threshold_link = GPU_uniform((ma->blend_method == MA_BM_CLIP) ? &ma->alpha_threshold :
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&no_alpha_threshold);
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shadow_threshold_link = GPU_uniform((ma->blend_shadow == MA_BS_CLIP) ? &ma->alpha_threshold :
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&no_alpha_threshold);
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}
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else {
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static float no_alpha_threshold = -1.0f;
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alpha_threshold_link = GPU_uniform(&no_alpha_threshold);
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shadow_threshold_link = GPU_uniform(&no_alpha_threshold);
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}
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GPU_stack_link(mat, node, "node_output_material", in, out, alpha_threshold_link, &outlink);
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GPU_stack_link(mat,
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node,
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"node_output_material",
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in,
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out,
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alpha_threshold_link,
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shadow_threshold_link,
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&outlink);
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GPU_material_output_link(mat, outlink);
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return true;
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