public override Color32 FragmentShader(Vector3 barycentric, out float zBuffer, IFragmentShaderData shaderData) { zBuffer = shaderData.GetVertex(ref barycentric).z; //return new Color32(255f * barycentric.x, 255f * barycentric.y, 255f * barycentric.z, 255f); if (texture == null) { return(Color.White); } else { Color32 color = texture.GetColor(shaderData.GetUV(ref barycentric)); color *= DotForBarycentric(ref barycentric, shaderData); return(color); } }
public override Color32 FragmentShader(Vector3 barycentric, out float zBuffer, IFragmentShaderData shaderData) { zBuffer = shaderData.GetVertex(ref barycentric).z; return(color * DotForBarycentric(ref barycentric, shaderData)); }
public override Color32 FragmentShader(Vector3 barycentric, out float zBuffer, IFragmentShaderData shaderData) { zBuffer = shaderData.GetVertex(ref barycentric).z; return(((Vector3)shaderData.GetUV(ref barycentric) * 255f).ToColor()); }