Esempio n. 1
0
        private void AddClearCoatGlossinessMap(MaterialGeneratorContext context)
        {
            // Glossiness Feature
            context.UseStream(MaterialShaderStage.Pixel, "matGlossiness");
            var clearCoatGlossinessComputeColorMap = ClearCoatGlossinessMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.GlossinessMap, MaterialKeys.GlossinessValue));
            var mixinGlossiness = new ShaderMixinSource();

            mixinGlossiness.Mixins.Add(new ShaderClassSource("MaterialSurfaceGlossinessMap", ClearCoatGlossinessInvert));
            mixinGlossiness.AddComposition("glossinessMap", clearCoatGlossinessComputeColorMap);
            context.AddShaderSource(MaterialShaderStage.Pixel, mixinGlossiness);
        }
Esempio n. 2
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        private void ClampInputs()
        {
            // Clamp color inputs
            var diffuseMin = Vector4.Zero;
            var diffuseMax = Vector4.One;

            BasePaintDiffuseMap.ClampFloat4(ref diffuseMin, ref diffuseMax);
            MetalFlakesDiffuseMap.ClampFloat4(ref diffuseMin, ref diffuseMax);

            // Clamp scalar inputs
            BasePaintGlossinessMap.ClampFloat(0, 1);
            MetalFlakesGlossinessMap.ClampFloat(0, 1);
            ClearCoatGlossinessMap.ClampFloat(0, 1);

            MetalFlakesMetalnessMap.ClampFloat(0, 1);
            ClearCoatMetalnessMap.ClampFloat(0, 1);
        }