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revert use of "opacity" property to "transparency" to support pxrUsdP…
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…reviewSurface

This returns the fragment graph property to the way it was before it was moved
out of the pxrUsdPreviewSurface shading node.
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mattyjams committed Jun 29, 2020
1 parent 57af31a commit 1a6628a
Showing 1 changed file with 2 additions and 4 deletions.
6 changes: 2 additions & 4 deletions lib/mayaUsd/render/vp2ShaderFragments/UsdPreviewSurface.xml
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,6 @@ limitations under the License.
<fragment_ref name="lightingContributions" ref="lightingContributions"/>
<fragment_ref name="scaledDiffusePassThrough" ref="scaledDiffusePassThrough"/>
<fragment_ref name="scaledSpecularPassThrough" ref="scaledSpecularPassThrough"/>
<fragment_ref name="opacityToTransparency" ref="opacityToTransparency"/>
<fragment_ref name="maya16LightAccum" ref="maya16LightAccum"/>
<fragment_ref name="usdPreviewSurfaceCombiner" ref="usdPreviewSurfaceCombiner"/>

Expand Down Expand Up @@ -74,7 +73,6 @@ limitations under the License.
<connect from="maya16LightAccum.scaledSpecular" to="usdPreviewSurfaceCombiner.specularIrradianceIn" name="specularIrradianceIn"/>
<connect from="diffuseColorPassThrough.mayafloat3PassThrough" to="usdPreviewSurfaceCombiner.diffuseColor" name="diffuseColor"/>
<connect from="specularColorPassThrough.mayafloat3PassThrough" to="usdPreviewSurfaceCombiner.specularColor" name="specularColor"/>
<connect from="opacityToTransparency.transparency" to="usdPreviewSurfaceCombiner.transparency" name="transparency"/>
<connect from="usdPreviewSurfaceCombiner.usdPreviewSurfaceCombiner" to="mayaComputeSurfaceFinal.input" name="input"/>
<connect from="maya_FogDepthSurface.maya_FogDepthSurface" to="mayaComputeSurfaceFinal.maya_FogDepthSurface" name="maya_FogDepthSurface"/>
<connect from="mayaComputeSurfaceFinal.mayaComputeSurfaceFinal" to="mayaSurfaceShaderOutput.mayaSurfaceShaderOutput" name="mayaSurfaceShaderOutput"/>
Expand All @@ -90,7 +88,7 @@ limitations under the License.
<float name="occlusion" ref="usdPreviewSurfaceLighting.occlusion"/>
<float name="roughness" ref="usdPreviewSurfaceLighting.specularRoughness"/>
<float3 name="specularColor" ref="specularColorPassThrough.input"/>
<float name="opacity" ref="opacityToTransparency.opacity"/>
<float3 name="transparency" ref="usdPreviewSurfaceCombiner.transparency"/>
<bool name="useSpecularWorkflow" ref="usdPreviewSurfaceLighting.useSpecularWorkflow"/>

<!-- Maya Parameters for Lighting -->
Expand Down Expand Up @@ -128,7 +126,7 @@ limitations under the License.
<float name="roughness" value="0.5"/>
<float3 name="specularColor" value="0.0,0.0,0.0"/>
<!-- The shader computes transparency from its "opacity" attribute. -->
<float name="opacity" value="1.0"/>
<float3 name="transparency" value="0.0,0.0,0.0"/>
<bool name="useSpecularWorkflow" value="false"/>

<!-- Default values for Maya-provided parameters. -->
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