private void AddBaseGlossiness(MaterialGeneratorContext context) { // Glossiness Feature context.UseStream(MaterialShaderStage.Pixel, "matGlossiness"); var metalFlakesGlossinessComputeColorMap = MetalFlakesGlossinessMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.GlossinessMap, MaterialKeys.GlossinessValue)); var mixinBaseGlossiness = new ShaderMixinSource(); mixinBaseGlossiness.Mixins.Add(new ShaderClassSource("MaterialSurfaceGlossinessMap", MetalFlakesGlossinessInvert)); mixinBaseGlossiness.AddComposition("glossinessMap", metalFlakesGlossinessComputeColorMap); context.AddShaderSource(MaterialShaderStage.Pixel, mixinBaseGlossiness); }
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); }