Пример #1
0
        private void AddClearCoatMetalnessMap(MaterialGeneratorContext context)
        {
            // Metalness Feature
            var clearCoatMetalness = ClearCoatMetalnessMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.MetalnessMap, MaterialKeys.MetalnessValue));

            var mixin = new ShaderMixinSource();

            mixin.Mixins.Add(new ShaderClassSource("MaterialSurfaceMetalness"));
            mixin.AddComposition("metalnessMap", clearCoatMetalness);
            context.UseStream(MaterialShaderStage.Pixel, "matSpecular");
            context.AddShaderSource(MaterialShaderStage.Pixel, mixin);
        }
Пример #2
0
        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);
        }