Fix T77069 EEVEE: Mix shader with holdout & transparent BSDF fails

This follows Cycles closer.
This commit is contained in:
Clément Foucault 2020-06-30 21:12:32 +02:00
parent 3562be2bda
commit 981d7381cd
Notes: blender-bot 2023-02-14 05:22:18 +01:00
Referenced by issue #88185, Alpha textures do not work with holdout collection in Eevee
Referenced by issue #77069, eevee: mix holdout with transparent fails
1 changed files with 12 additions and 3 deletions

View File

@ -877,6 +877,14 @@ Closure closure_mix(Closure cl1, Closure cl2, float fac)
{
Closure cl;
cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) {
fac = 1.0;
}
else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) {
fac = 0.0;
}
cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
cl.flag = cl1.flag | cl2.flag;
@ -958,7 +966,7 @@ void main()
{
Closure cl = nodetree_exec();
float holdout = 1.0 - saturate(cl.holdout);
float holdout = saturate(1.0 - cl.holdout);
float transmit = saturate(avg(cl.transmittance));
float alpha = 1.0 - transmit;
@ -972,8 +980,9 @@ void main()
* Since we do that using the blending pipeline we need to account for material transmittance. */
vol_scatter -= vol_scatter * cl.transmittance;
outRadiance = vec4(cl.radiance * vol_transmit + vol_scatter, alpha * holdout);
outTransmittance = vec4(cl.transmittance, transmit * holdout);
cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter;
outRadiance = vec4(cl.radiance, alpha * holdout);
outTransmittance = vec4(cl.transmittance, transmit) * holdout;
# else
outRadiance = vec4(cl.radiance, holdout);
ssrNormals = cl.ssr_normal;