#define OBJECT_NONE (~0)
#define PRIM_NONE (~0)
#define LAMP_NONE (~0)
+#define ID_NONE (0.0f)
#define VOLUME_STACK_SIZE 32
PASS_RAY_BOUNCES,
#endif
PASS_RENDER_TIME,
+ PASS_CRYPTOMATTE,
PASS_CATEGORY_MAIN_END = 31,
PASS_MIST = 32,
#define PASS_ANY (~0)
+typedef enum CryptomatteType {
+ CRYPT_NONE = 0,
+ CRYPT_OBJECT = (1 << 0),
+ CRYPT_MATERIAL = (1 << 1),
+ CRYPT_ASSET = (1 << 2),
+ CRYPT_ACCURATE = (1 << 3),
+} CryptomatteType;
+
typedef enum DenoisingPassOffsets {
DENOISING_PASS_NORMAL = 0,
DENOISING_PASS_NORMAL_VAR = 3,
int pass_shadow;
float pass_shadow_scale;
int filter_table_offset;
+ int cryptomatte_passes;
+ int cryptomatte_depth;
+ int pass_cryptomatte;
int pass_mist;
float mist_start;
float mist_inv_depth;
float mist_falloff;
-
+
int pass_denoising_data;
int pass_denoising_clean;
int denoising_flags;
- int pad1, pad2, pad3;
+ int pad1, pad2;
/* XYZ to rendering color space transform. float4 instead of float3 to
* ensure consistent padding/alignment across devices. */
uint patch_map_offset;
uint attribute_map_offset;
uint motion_offset;
- uint pad;
+ uint pad1;
+
+ float cryptomatte_object;
+ float cryptomatte_asset;
+ float pad2, pad3;
} KernelObject;
static_assert_align(KernelObject, 16);
typedef struct KernelShader {
float constant_emission[3];
- float pad1;
+ float cryptomatte_id;
int flags;
int pass_id;
int pad2, pad3;