Cycles: Add Volume Direct and Volume Indirect passes for volume-scattered light

No color pass because it's hard to define what to use as color in a volume.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D2903
This commit is contained in:
Lukas Stockner
2017-11-14 07:21:07 +01:00
parent f78e963858
commit a0c02e4d1b
8 changed files with 54 additions and 7 deletions

View File

@@ -294,6 +294,8 @@ ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg, ccl_global f
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_indirect, L->indirect_transmission);
if(light_flag & PASSMASK(SUBSURFACE_INDIRECT))
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_indirect, L->indirect_subsurface);
if(light_flag & PASSMASK(VOLUME_INDIRECT))
kernel_write_pass_float3(buffer + kernel_data.film.pass_volume_indirect, L->indirect_scatter);
if(light_flag & PASSMASK(DIFFUSE_DIRECT))
kernel_write_pass_float3(buffer + kernel_data.film.pass_diffuse_direct, L->direct_diffuse);
if(light_flag & PASSMASK(GLOSSY_DIRECT))
@@ -302,6 +304,8 @@ ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg, ccl_global f
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_direct, L->direct_transmission);
if(light_flag & PASSMASK(SUBSURFACE_DIRECT))
kernel_write_pass_float3(buffer + kernel_data.film.pass_subsurface_direct, L->direct_subsurface);
if(light_flag & PASSMASK(VOLUME_DIRECT))
kernel_write_pass_float3(buffer + kernel_data.film.pass_volume_direct, L->direct_scatter);
if(light_flag & PASSMASK(EMISSION))
kernel_write_pass_float3(buffer + kernel_data.film.pass_emission, L->emission);