public override void GenerateShader(MaterialGeneratorContext context) { if (NormalMap != null) { // Inform the context that we are using matNormal (from the MaterialSurfaceNormalMap shader) context.UseStreamWithCustomBlend(MaterialShaderStage.Pixel, NormalStream.Stream, new ShaderClassSource("MaterialStreamNormalBlend")); context.Parameters.Set(MaterialKeys.HasNormalMap, true); context.Parameters.Set(MaterialKeys.SkipTangents, SkipTangents); var normalMap = NormalMap; // Workaround to make sure that normal map are setup var computeTextureColor = normalMap as ComputeTextureColor; if (computeTextureColor != null) { if (computeTextureColor.FallbackValue.Value == Color.White) { computeTextureColor.FallbackValue.Value = DefaultNormalColor; } } else { var computeColor = normalMap as ComputeColor; if (computeColor != null) { if (computeColor.Value == Color.Black || computeColor.Value == Color.White) { computeColor.Value = DefaultNormalColor; } } else { var computeFloat4 = normalMap as ComputeFloat4; if (computeFloat4 != null) { if (computeFloat4.Value == Vector4.Zero) { computeFloat4.Value = DefaultNormalColor.ToVector4(); } } } } var computeColorSource = NormalMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.NormalMap, MaterialKeys.NormalValue, DefaultNormalColor, false)); var mixin = new ShaderMixinSource(); mixin.Mixins.Add(new ShaderClassSource("MaterialSurfaceNormalMap", IsXYNormal, ScaleAndBias)); mixin.AddComposition("normalMap", computeColorSource); context.AddShaderSource(MaterialShaderStage.Pixel, mixin); } }
public override void VisitFeature(MaterialGeneratorContext context) { if (NormalMap != null) { // Inform the context that we are using matNormal (from the MaterialSurfaceNormalMap shader) context.UseStreamWithCustomBlend(MaterialShaderStage.Pixel, NormalStream.Stream, new ShaderClassSource("MaterialStreamNormalBlend")); context.Parameters.Set(MaterialKeys.HasNormalMap, true); var computeColorSource = NormalMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.NormalMap, MaterialKeys.NormalValue, new Color(0x80, 0x80, 0xFF, 0xFF))); var mixin = new ShaderMixinSource(); mixin.Mixins.Add(new ShaderClassSource("MaterialSurfaceNormalMap", IsXYNormal, ScaleAndBias)); mixin.AddComposition("normalMap", computeColorSource); context.AddSurfaceShader(MaterialShaderStage.Pixel, mixin); } }