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); }
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); }