Path-trace pipeline nodes
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bbd7ee2353
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26
Assets/pt_material.json
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26
Assets/pt_material.json
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{
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"material_resources": [
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{
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"contexts": [
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{
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"bind_constants": [],
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"bind_textures": [],
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"id": "pt_trace_pass"
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}
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],
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"id": "pt_trace_material",
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"shader": "pt_trace_pass/pt_trace_pass"
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},
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{
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"contexts": [
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{
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"bind_constants": [],
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"bind_textures": [],
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"id": "pt_final_pass"
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}
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],
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"id": "pt_final_material",
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"shader": "pt_final_pass/pt_final_pass"
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}
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]
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}
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@ -205,13 +205,14 @@ def load_library():
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data_path = output[:-8] + "blender/data/data.blend" # Remove 'Sources/' from haxelib path
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data_path = output[:-8] + "blender/data/data.blend" # Remove 'Sources/' from haxelib path
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with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
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with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
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data_to.node_groups = ['forward_pipeline', 'forward_pipeline_noshadow', 'deferred_pipeline', 'PBR']
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data_to.node_groups = ['forward_pipeline', 'forward_pipeline_noshadow', 'deferred_pipeline', 'pathtrace_pipeline', 'PBR']
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# TODO: cannot use for loop
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# TODO: cannot use for loop
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# TODO: import pbr group separately, no need for fake user
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# TODO: import pbr group separately, no need for fake user
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bpy.data.node_groups['forward_pipeline'].use_fake_user = True
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bpy.data.node_groups['forward_pipeline'].use_fake_user = True
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bpy.data.node_groups['forward_pipeline_noshadow'].use_fake_user = True
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bpy.data.node_groups['forward_pipeline_noshadow'].use_fake_user = True
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bpy.data.node_groups['deferred_pipeline'].use_fake_user = True
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bpy.data.node_groups['deferred_pipeline'].use_fake_user = True
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bpy.data.node_groups['pathtrace_pipeline'].use_fake_user = True
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bpy.data.node_groups['PBR'].use_fake_user = True
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bpy.data.node_groups['PBR'].use_fake_user = True
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def register():
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def register():
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@ -383,7 +383,7 @@ vec3 calculateColor(float time, vec3 origin, vec3 ray, vec3 light) {
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// do light bounce
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// do light bounce
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colorMask *= surfaceColor;
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colorMask *= surfaceColor;
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accumulatedColor += colorMask * (0.8 * diffuse * shadowIntensity);
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accumulatedColor += colorMask * (0.5 * diffuse * shadowIntensity);
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accumulatedColor += colorMask * specularHighlight * shadowIntensity;
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accumulatedColor += colorMask * specularHighlight * shadowIntensity;
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// calculate next origin
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// calculate next origin
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