diff --git a/Assets/pt_material.json b/Assets/pt_material.json new file mode 100644 index 00000000..171ccee4 --- /dev/null +++ b/Assets/pt_material.json @@ -0,0 +1,26 @@ +{ + "material_resources": [ + { + "contexts": [ + { + "bind_constants": [], + "bind_textures": [], + "id": "pt_trace_pass" + } + ], + "id": "pt_trace_material", + "shader": "pt_trace_pass/pt_trace_pass" + }, + { + "contexts": [ + { + "bind_constants": [], + "bind_textures": [], + "id": "pt_final_pass" + } + ], + "id": "pt_final_material", + "shader": "pt_final_pass/pt_final_pass" + } + ] +} diff --git a/blender/data/data.blend b/blender/data/data.blend index 5318423c..9cdda040 100644 Binary files a/blender/data/data.blend and b/blender/data/data.blend differ diff --git a/blender/nodes_pipeline.py b/blender/nodes_pipeline.py index 7f8eb9a5..79f4f9ef 100755 --- a/blender/nodes_pipeline.py +++ b/blender/nodes_pipeline.py @@ -205,13 +205,14 @@ def load_library(): data_path = output[:-8] + "blender/data/data.blend" # Remove 'Sources/' from haxelib path with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to): - data_to.node_groups = ['forward_pipeline', 'forward_pipeline_noshadow', 'deferred_pipeline', 'PBR'] + data_to.node_groups = ['forward_pipeline', 'forward_pipeline_noshadow', 'deferred_pipeline', 'pathtrace_pipeline', 'PBR'] # TODO: cannot use for loop # TODO: import pbr group separately, no need for fake user bpy.data.node_groups['forward_pipeline'].use_fake_user = True bpy.data.node_groups['forward_pipeline_noshadow'].use_fake_user = True bpy.data.node_groups['deferred_pipeline'].use_fake_user = True + bpy.data.node_groups['pathtrace_pipeline'].use_fake_user = True bpy.data.node_groups['PBR'].use_fake_user = True def register(): diff --git a/raw/pt_trace_pass/pt_trace_pass.frag.glsl b/raw/pt_trace_pass/pt_trace_pass.frag.glsl index 0cc5ac51..0c23ad8c 100644 --- a/raw/pt_trace_pass/pt_trace_pass.frag.glsl +++ b/raw/pt_trace_pass/pt_trace_pass.frag.glsl @@ -383,7 +383,7 @@ vec3 calculateColor(float time, vec3 origin, vec3 ray, vec3 light) { // do light bounce colorMask *= surfaceColor; - accumulatedColor += colorMask * (0.8 * diffuse * shadowIntensity); + accumulatedColor += colorMask * (0.5 * diffuse * shadowIntensity); accumulatedColor += colorMask * specularHighlight * shadowIntensity; // calculate next origin