18 b.add_input<
decl::Color>(
"Color").default_value({0.8f, 0.8f, 0.8f, 1.0f});
19 b.add_input<
decl::Float>(
"Scale").default_value(0.05f).min(0.0f).max(1000.0f);
20 b.add_input<
decl::Vector>(
"Radius").default_value({1.0f, 0.2f, 0.1f}).
min(0.0f).max(100.0f);
55 GPU_link(mat,
"world_normals_get", &in[6].link);
63 float use_sss = (use_subsurf) ? 1.0f : 0.0f;
72 const int sss_method = node->custom1;
75 if (
STR_ELEM(sock->name,
"IOR",
"Anisotropy")) {
78 if (
STR_ELEM(sock->name,
"Roughness")) {
88 if (to_type_ != NodeItem::Type::BSDF) {
92 NodeItem color = get_input_value(
"Color", NodeItem::Type::Color3);
93 NodeItem scale = get_input_value(
"Scale", NodeItem::Type::Float);
94 NodeItem radius = get_input_value(
"Radius", NodeItem::Type::Vector3);
95 NodeItem anisotropy = get_input_value(
"Anisotropy", NodeItem::Type::Float);
96 NodeItem normal = get_input_link(
"Normal", NodeItem::Type::Vector3);
98 return create_node(
"subsurface_bsdf",
100 {{
"weight", val(1.0f)},
102 {
"radius", radius * scale},
103 {
"anisotropy", anisotropy},
104 {
"normal", normal}});
119 &ntype, SH_NODE_SUBSURFACE_SCATTERING,
"Subsurface Scattering",
NODE_CLASS_SHADER);
120 ntype.
declare = file_ns::node_declare;
122 ntype.
draw_buttons = file_ns::node_shader_buts_subsurface;
124 ntype.
initfunc = file_ns::node_shader_init_subsurface_scattering;
125 ntype.
gpu_fn = file_ns::node_shader_gpu_subsurface_scattering;
126 ntype.
updatefunc = file_ns::node_shader_update_subsurface_scattering;
#define NODE_CLASS_SHADER
#define LISTBASE_FOREACH(type, var, list)
void * BLI_findlink(const struct ListBase *listbase, int number) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1)
@ SHD_SUBSURFACE_RANDOM_WALK
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
GPUNodeLink * GPU_constant(const float *num)
bool GPU_material_sss_profile_create(GPUMaterial *material, float radii[3])
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
bool GPU_link(GPUMaterial *mat, const char *name,...)
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
local_group_size(16, 16) .push_constant(Type b
void node_type_size_preset(bNodeType *ntype, eNodeSizePreset size)
void node_set_socket_availability(bNodeTree *ntree, bNodeSocket *sock, bool is_available)
void node_register_type(bNodeType *ntype)
static void node_shader_update_subsurface_scattering(bNodeTree *ntree, bNode *node)
static void node_shader_buts_subsurface(uiLayout *layout, bContext *, PointerRNA *ptr)
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
static void node_declare(NodeDeclarationBuilder &b)
static void node_shader_init_subsurface_scattering(bNodeTree *, bNode *node)
#define NODE_SHADER_MATERIALX_BEGIN
#define NODE_SHADER_MATERIALX_END
void register_node_type_sh_subsurface_scattering()
void sh_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
bool object_shader_nodes_poll(const bContext *C)
NodeMaterialXFunction materialx_fn
bool(* add_ui_poll)(const bContext *C)
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeGPUExecFunction gpu_fn
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
void(* updatefunc)(bNodeTree *ntree, bNode *node)