Fix #34679: cycles image texture alpha fringes. New rule is now that color output
will not give straight RGB values if the alpha output is used, so that mixing with a transparent BSDF gives the correct result.
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@@ -19,10 +19,13 @@
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#include "stdosl.h"
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#include "node_color.h"
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color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha)
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color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha, int use_alpha)
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{
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color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha);
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if (use_alpha)
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rgb = color_unpremultiply(rgb, Alpha);
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if (color_space == "sRGB")
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rgb = color_srgb_to_scene_linear(rgb);
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@@ -44,9 +47,11 @@ shader node_image_texture(
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if (use_mapping)
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p = transform(mapping, p);
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int use_alpha = isconnected(Alpha);
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if (projection == "Flat") {
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Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha);
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Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha, use_alpha);
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}
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else if (projection == "Box") {
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/* object space normal */
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@@ -111,15 +116,15 @@ shader node_image_texture(
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float tmp_alpha;
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if (weight[0] > 0.0) {
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Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
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Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha, use_alpha);
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Alpha += weight[0] * tmp_alpha;
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}
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if (weight[1] > 0.0) {
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Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
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Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha, use_alpha);
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Alpha += weight[1] * tmp_alpha;
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}
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if (weight[2] > 0.0) {
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Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
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Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha, use_alpha);
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Alpha += weight[2] * tmp_alpha;
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}
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}
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