private GenericMaterial CreateGenericMaterial() { // Don't use the default texture unit. var genericMaterial = new GenericMaterial(1); AddTextures(genericMaterial); genericMaterial.AddFloat("depthBias", DepthBias); genericMaterial.AddVector3("materialId", MaterialIdColorRgb255 / 255f); // TODO: Convert from quaternion values in light.nuanimb. AddQuaternion("chrLightDir", genericMaterial, -0.453154f, -0.365998f, -0.211309f, 0.784886f); return(genericMaterial); }
private static void AddQuaternion(string name, GenericMaterial genericMaterial, float x, float y, float z, float w) { var lightDirection = GetLightDirectionFromQuaternion(x, y, z, w); genericMaterial.AddVector3(name, lightDirection); }