Cycles: Expose diffuse and glossy depth to Light Path node

Was a bit confusing to have transparent and translucent depth
exposed but no diffuse or glossy.

Reviewers: brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D2399
This commit is contained in:
Sergey Sharybin
2016-12-06 16:15:36 +01:00
parent afdd756e56
commit d6cf28c5e1
7 changed files with 50 additions and 0 deletions

View File

@@ -27,6 +27,8 @@ shader node_light_path(
output float IsVolumeScatterRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0,
output float DiffuseDepth = 0.0,
output float GlossyDepth = 0.0,
output float TransparentDepth = 0.0,
output float TransmissionDepth = 0.0)
{
@@ -45,6 +47,14 @@ shader node_light_path(
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
int diffuse_depth;
getattribute("path:diffuse_depth", diffuse_depth);
DiffuseDepth = (float)diffuse_depth;
int glossy_depth;
getattribute("path:glossy_depth", glossy_depth);
GlossyDepth = (float)glossy_depth;
int transparent_depth;
getattribute("path:transparent_depth", transparent_depth);
TransparentDepth = (float)transparent_depth;