public Vector4 Compute() { Vector4 colorBase = MainTexture.Compute(); if (DissolveTexture.Compute() <= DissolveStrength.Compute()) { colorBase.W = 0; } return(colorBase); }
public void Visit(MaterialGeneratorContext context) { MainTexture.Visit(context); DissolveTexture.Visit(context); DissolveStrength.Visit(context); }
public void Accept(ShaderGeneratorContext context) { MainTexture.Accept(context); DissolveTexture.Accept(context); DissolveStrength.Accept(context); }