Cycles: shadow pass support. Note that this only takes into account lamps,
emitting objects or world lighting do not contribute to the shadow pass. Consider this more as a pass useful for some compositing tricks, unlike other lighting passes this pass can't be used to exactly reconstruct the combined pass.
This commit is contained in:
@@ -116,6 +116,10 @@ void Pass::add(PassType type, vector<Pass>& passes)
|
||||
pass.components = 4;
|
||||
pass.exposure = true;
|
||||
break;
|
||||
case PASS_SHADOW:
|
||||
pass.components = 4;
|
||||
pass.exposure = false;
|
||||
break;
|
||||
}
|
||||
|
||||
passes.push_back(pass);
|
||||
@@ -232,6 +236,9 @@ void Film::device_update(Device *device, DeviceScene *dscene)
|
||||
case PASS_AO:
|
||||
kfilm->pass_ao = kfilm->pass_stride;
|
||||
kfilm->use_light_pass = 1;
|
||||
case PASS_SHADOW:
|
||||
kfilm->pass_shadow = kfilm->pass_stride;
|
||||
kfilm->use_light_pass = 1;
|
||||
case PASS_NONE:
|
||||
break;
|
||||
}
|
||||
|
Reference in New Issue
Block a user