Commit: 036f43f3cde472867de87032297d74390aa2815e
Author: Dalai Felinto
Date:   Fri Aug 18 16:40:04 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB036f43f3cde472867de87032297d74390aa2815e

Eevee: Convert metallic nodes into princinpled nodes

And wipe metallic out of the map.

===================================================================

M       release/scripts/startup/nodeitems_builtins.py
M       source/blender/blenkernel/BKE_node.h
M       source/blender/blenkernel/intern/node.c
M       source/blender/blenloader/intern/versioning_280.c
M       source/blender/editors/space_node/node_edit.c
M       source/blender/gpu/shaders/gpu_shader_material.glsl
M       source/blender/nodes/CMakeLists.txt
M       source/blender/nodes/NOD_static_types.h
M       source/blender/nodes/shader/node_shader_tree.c
D       source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c

===================================================================

diff --git a/release/scripts/startup/nodeitems_builtins.py 
b/release/scripts/startup/nodeitems_builtins.py
index 71caf207134..341efd78f5e 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -278,7 +278,6 @@ shader_node_categories = [
         NodeItem("ShaderNodeHoldout", poll=object_cycles_shader_nodes_poll),
         NodeItem("ShaderNodeVolumeAbsorption", poll=volume_shader_nodes_poll),
         NodeItem("ShaderNodeVolumeScatter", poll=volume_shader_nodes_poll),
-        NodeItem("ShaderNodeEeveeMetallic", 
poll=object_eevee_shader_nodes_poll),
         NodeItem("ShaderNodeEeveeSpecular", 
poll=object_eevee_shader_nodes_poll),
         ]),
     ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
diff --git a/source/blender/blenkernel/BKE_node.h 
b/source/blender/blenkernel/BKE_node.h
index fd690a917a0..5e50d37e145 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -796,7 +796,6 @@ struct ShadeResult;
 #define SH_NODE_UVALONGSTROKE                  191
 #define SH_NODE_TEX_POINTDENSITY               192
 #define SH_NODE_BSDF_PRINCIPLED         193
-#define SH_NODE_EEVEE_METALLIC                 194
 #define SH_NODE_EEVEE_SPECULAR                 195
 
 /* custom defines options for Material node */
diff --git a/source/blender/blenkernel/intern/node.c 
b/source/blender/blenkernel/intern/node.c
index d53fe68eb99..ed1e2fe1c19 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3594,7 +3594,6 @@ static void registerShaderNodes(void)
        register_node_type_sh_add_shader();
        register_node_type_sh_uvmap();
        register_node_type_sh_uvalongstroke();
-       register_node_type_sh_eevee_metallic();
        register_node_type_sh_eevee_specular();
 
        register_node_type_sh_output_lamp();
diff --git a/source/blender/blenloader/intern/versioning_280.c 
b/source/blender/blenloader/intern/versioning_280.c
index ce452d58565..810bf5a3a46 100644
--- a/source/blender/blenloader/intern/versioning_280.c
+++ b/source/blender/blenloader/intern/versioning_280.c
@@ -433,37 +433,61 @@ void blo_do_versions_280(FileData *fd, Library 
*UNUSED(lib), Main *main)
        }
 
        {
-               {
-                       /* Eevee shader nodes renamed because of the output 
node system.
-                        * Note that a new output node is not being added here, 
because it would be overkill
-                        * to handle this case in lib_verify_nodetree. */
-                       bool error = false;
-                       FOREACH_NODETREE(main, ntree, id) {
-                               if (ntree->type == NTREE_SHADER) {
-                                       for (bNode *node = ntree->nodes.first; 
node; node = node->next) {
-                                               if (node->type == 
SH_NODE_EEVEE_METALLIC && STREQ(node->idname, "ShaderNodeOutputMetallic")) {
-                                                       
BLI_strncpy(node->idname, "ShaderNodeEeveeMetallic", sizeof(node->idname));
-                                                       error = true;
-                                               }
+               typedef enum eNTreeDoVersionErrors {
+                       NTREE_DOVERSION_NO_ERROR = 0,
+                       NTREE_DOVERSION_NEED_OUTPUT = (1 << 0),
+                       NTREE_DOVERSION_TRANSPARENCY_EMISSION = (1 << 1),
+               } eNTreeDoVersionErrors;
+
+               /* Eevee shader nodes renamed because of the output node system.
+                * Note that a new output node is not being added here, because 
it would be overkill
+                * to handle this case in lib_verify_nodetree.
+                *
+                * Also, metallic node is now unified into the principled node. 
*/
+               eNTreeDoVersionErrors error = NTREE_DOVERSION_NO_ERROR;
+
+               FOREACH_NODETREE(main, ntree, id) {
+                       if (ntree->type == NTREE_SHADER) {
+                               for (bNode *node = ntree->nodes.first; node; 
node = node->next) {
+                                       if (node->type == 194 /* 
SH_NODE_EEVEE_METALLIC */ &&
+                                               STREQ(node->idname, 
"ShaderNodeOutputMetallic"))
+                                       {
+                                               BLI_strncpy(node->idname, 
"ShaderNodeEeveeMetallic", sizeof(node->idname));
+                                               error |= 
NTREE_DOVERSION_NEED_OUTPUT;
+                                       }
 
-                                               else if (node->type == 
SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) {
-                                                       
BLI_strncpy(node->idname, "ShaderNodeEeveeSpecular", sizeof(node->idname));
-                                                       error = true;
-                                               }
+                                       else if (node->type == 
SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) {
+                                               BLI_strncpy(node->idname, 
"ShaderNodeEeveeSpecular", sizeof(node->idname));
+                                               error |= 
NTREE_DOVERSION_NEED_OUTPUT;
+                                       }
 
-                                               else if (node->type == 196 /* 
SH_NODE_OUTPUT_EEVEE_MATERIAL */ &&
-                                                        STREQ(node->idname, 
"ShaderNodeOutputEeveeMaterial"))
-                                               {
-                                                       node->type = 
SH_NODE_OUTPUT_MATERIAL;
-                                                       
BLI_strncpy(node->idname, "ShaderNodeOutputMaterial", sizeof(node->idname));
-                                               }
+                                       else if (node->type == 196 /* 
SH_NODE_OUTPUT_EEVEE_MATERIAL */ &&
+                                                        STREQ(node->idname, 
"ShaderNodeOutputEeveeMaterial"))
+                                       {
+                                               node->type = 
SH_NODE_OUTPUT_MATERIAL;
+                                               BLI_strncpy(node->idname, 
"ShaderNodeOutputMaterial", sizeof(node->idname));
+                                       }
+
+                                       else if (node->type == 194 /* 
SH_NODE_EEVEE_METALLIC */ &&
+                                                        STREQ(node->idname, 
"ShaderNodeEeveeMetallic"))
+                                       {
+                                               node->type = 
SH_NODE_BSDF_PRINCIPLED;
+                                               BLI_strncpy(node->idname, 
"ShaderNodeBsdfPrincipled", sizeof(node->idname));
+                                               node->custom1 = 
SHD_GLOSSY_MULTI_GGX;
+                                               error |= 
NTREE_DOVERSION_TRANSPARENCY_EMISSION;
                                        }
                                }
-                       } FOREACH_NODETREE_END
-                       if (error) {
-                               BKE_report(fd->reports, RPT_ERROR, "Eevee 
material conversion problem. Error in console");
-                               printf("You need to connect Eevee Metallic and 
Specular shader nodes to new material output nodes.\n");
                        }
+               } FOREACH_NODETREE_END
+
+               if (error & NTREE_DOVERSION_NEED_OUTPUT) {
+                       BKE_report(fd->reports, RPT_ERROR, "Eevee material 
conversion problem. Error in console");
+                       printf("You need to connect Principled and Eevee 
Specular shader nodes to new material output nodes.\n");
+               }
+
+               if (error & NTREE_DOVERSION_TRANSPARENCY_EMISSION) {
+                       BKE_report(fd->reports, RPT_ERROR, "Eevee material 
conversion problem. Error in console");
+                       printf("You need to combine transparency and emission 
shaders to the converted Principled shader nodes.\n");
                }
        }
 }
diff --git a/source/blender/editors/space_node/node_edit.c 
b/source/blender/editors/space_node/node_edit.c
index b5d6104432f..fa3508ecfd1 100644
--- a/source/blender/editors/space_node/node_edit.c
+++ b/source/blender/editors/space_node/node_edit.c
@@ -400,7 +400,7 @@ void ED_node_shader_default(const bContext *C, ID *id)
 
                        if (BKE_scene_uses_blender_eevee(scene)) {
                                output_type = SH_NODE_OUTPUT_MATERIAL;
-                               shader_type = SH_NODE_EEVEE_METALLIC;
+                               shader_type = SH_NODE_BSDF_PRINCIPLED;
                        }
                        else if (BKE_scene_use_new_shading_nodes(scene)) {
                                output_type = SH_NODE_OUTPUT_MATERIAL;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index b8b2b6a4d56..2470b607b07 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -4055,19 +4055,6 @@ void world_normals_get(out vec3 N)
        N = gl_FrontFacing ? worldNormal : -worldNormal;
 }
 
-void node_eevee_metallic(
-        vec4 basecol, float metallic, float specular, float roughness, vec4 
emissive, float transp, vec3 normal,
-        float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
-        float occlusion, float ssr_id, out Closure result)
-{
-       vec3 diffuse, f0, ssr_spec;
-       convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, 
f0);
-
-       vec3 L = eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, 
int(ssr_id), ssr_spec);
-       vec3 vN = normalize(mat3(ViewMatrix) * normal);
-       result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, 
roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
-}
-
 void node_eevee_specular(
         vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float 
transp, vec3 normal,
         float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
diff --git a/source/blender/nodes/CMakeLists.txt 
b/source/blender/nodes/CMakeLists.txt
index 03912c95940..d65b71a35e5 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -184,7 +184,6 @@ set(SRC
        shader/nodes/node_shader_normal_map.c
        shader/nodes/node_shader_object_info.c
        shader/nodes/node_shader_hair_info.c
-       shader/nodes/node_shader_eevee_metallic.c
        shader/nodes/node_shader_eevee_specular.c
        shader/nodes/node_shader_output_lamp.c
        shader/nodes/node_shader_output_material.c
diff --git a/source/blender/nodes/NOD_static_types.h 
b/source/blender/nodes/NOD_static_types.h
index 490ef91f660..783e1a388c1 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -67,7 +67,6 @@ DefNode( ShaderNode,     SH_NODE_COMBRGB,         0,          
            "COMBR
 DefNode( ShaderNode,     SH_NODE_HUE_SAT,         0,                      
"HUE_SAT",        HueSaturation,    "Hue/Saturation",    ""              )
 
 DefNode( ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    def_sh_output,          
"OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   ""       )
-DefNode( ShaderNode,     SH_NODE_EEVEE_METALLIC,     0,                      
"EEVEE_METALLIC",     EeveeMetallic,    "Metallic", "")
 DefNode( ShaderNode,     SH_NODE_EEVEE_SPECULAR,     0,                      
"EEVEE_SPECULAR",     EeveeSpecular,    "Specular", "")
 DefNode( ShaderNode,     SH_NODE_OUTPUT_LAMP,        def_sh_output,          
"OUTPUT_LAMP",        OutputLamp,       "Lamp Output",       ""       )
 DefNode( ShaderNode,     SH_NODE_OUTPUT_WORLD,       def_sh_output,          
"OUTPUT_WORLD",       OutputWorld,      "World Output",      ""       )
diff --git a/source/blender/nodes/shader/node_shader_tree.c 
b/source/blender/nodes/shader/node_shader_tree.c
index b90297cc631..35a8c712905 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -482,7 +482,6 @@ static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode 
*UNUSED(tonode), void *
 {
        switch (fromnode->type) {
                case SH_NODE_BSDF_ANISOTROPIC:
-               case SH_NODE_EEVEE_METALLIC:
                case SH_NODE_EEVEE_SPECULAR:
                case SH_NODE_BSDF_PRINCIPLED:
                case SH_NODE_BSDF_GLOSSY:
diff --git a/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c 
b/source/blender/nodes/shader/nodes/node_shader_eevee_metallic.c
del

@@ Diff output truncated at 10240 characters. @@

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