if(channel==-1) return "Mist";
return "Mist.Z";
}
+ if(passtype == SCE_PASS_RAYHITS)
+ {
+ if(channel==-1) return "Rayhits";
+ if(channel==0) return "Rayhits.R";
+ if(channel==1) return "Rayhits.G";
+ return "Rayhits.B";
+ }
return "Unknown";
}
if(strcmp(str, "Mist")==0)
return SCE_PASS_MIST;
+ if(strcmp(str, "RAYHITS")==0)
+ return SCE_PASS_RAYHITS;
return 0;
}
rl->lay= srl->lay;
rl->lay_zmask= srl->lay_zmask;
rl->layflag= srl->layflag;
- rl->passflag= srl->passflag;
+ rl->passflag= srl->passflag | SCE_PASS_RAYHITS;
rl->pass_xor= srl->pass_xor;
rl->light_override= srl->light_override;
rl->mat_override= srl->mat_override;
render_layer_add_pass(rr, rl, 1, SCE_PASS_INDEXOB);
if(srl->passflag & SCE_PASS_MIST)
render_layer_add_pass(rr, rl, 1, SCE_PASS_MIST);
+ if(rl->passflag & SCE_PASS_RAYHITS)
+ render_layer_add_pass(rr, rl, 4, SCE_PASS_RAYHITS);
}
/* sss, previewrender and envmap don't do layers, so we make a default one */