示例#1
0
        private void AddClearCoatNormalMap(MaterialGeneratorContext context)
        {
            var computeColorKeys   = new MaterialComputeColorKeys(MaterialKeys.NormalMap, MaterialKeys.NormalValue, MaterialNormalMapFeature.DefaultNormalColor, false);
            var computeColorSource = OrangePeelNormalMap.GenerateShaderSource(context, computeColorKeys);

            // Orange Peel Normal Map
            var mixinNormalMap = new ShaderMixinSource();

            // Inform the context that we are using matNormal (from the MaterialSurfaceNormalMap shader)
            context.UseStreamWithCustomBlend(MaterialShaderStage.Pixel, "matNormal", new ShaderClassSource("MaterialStreamNormalBlend"));
            context.Parameters.Set(MaterialKeys.HasNormalMap, true);

            mixinNormalMap.Mixins.Add(new ShaderClassSource("MaterialSurfaceNormalMap", OrangePeelIsXYNormal, OrangePeelScaleAndBias));

            mixinNormalMap.AddComposition("normalMap", computeColorSource);
            context.AddShaderSource(MaterialShaderStage.Pixel, mixinNormalMap);
        }
示例#2
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        public override void GenerateShader(MaterialGeneratorContext context)
        {
            if (DiffuseMap != null)
            {
                Vector4 diffuseMin = Vector4.Zero;
                Vector4 diffuseMax = Vector4.One;
                DiffuseMap.ClampFloat4(ref diffuseMin, ref diffuseMax);

                var computeColorSource = DiffuseMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.DiffuseMap, MaterialKeys.DiffuseValue, Color.White));
                var mixin = new ShaderMixinSource();
                mixin.Mixins.Add(new ShaderClassSource("MaterialSurfaceDiffuse"));
                mixin.AddComposition("diffuseMap", computeColorSource);
                context.UseStream(MaterialShaderStage.Pixel, DiffuseStream.Stream);
                context.UseStream(MaterialShaderStage.Pixel, ColorBaseStream.Stream);
                context.AddShaderSource(MaterialShaderStage.Pixel, mixin);
            }
        }
示例#3
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        public void Visit(MaterialGeneratorContext context)
        {
            if (!Enabled)
            {
                return;
            }

            switch (context.Step)
            {
            case MaterialGeneratorStep.PassesEvaluation:
                MultipassGeneration(context);
                break;

            case MaterialGeneratorStep.GenerateShader:
                GenerateShader(context);
                break;
            }
        }
        public override void GenerateShader(MaterialGeneratorContext context)
        {
            // TODO: Look through the compositions and don't add the discard mixin if it has already been added?
            // TODO: That doesn't seem to work well because the diffuse shader doesn't get recreated when the specular one is being recreated... unless I'm wrong about that.

            var shaderSource = new ShaderMixinSource();

            shaderSource.Mixins.Add(new ShaderClassSource("MaterialSurfaceShadingSpecularHair", (int)ShadingModel, DebugRenderPasses));

            shaderSource.AddComposition("hairLightAttenuationFunction", LightAttenuationFunction.Generate(context));
            shaderSource.AddComposition("hairDirectionFunction", HairDirectionFunction.Generate(context));
            shaderSource.AddComposition("hairShadowingFunction", HairShadowingFunction.Generate(context));
            shaderSource.AddComposition("environmentFunction", Environment.Generate(context));

            AddSpecularHighlightsShiftNoiseTexture(context, shaderSource);
            AddSecondarySpecularGlintsNoiseTexture(context, shaderSource);

            HairShared.SetMaterialPassParameters(context, shaderSource, AlphaThreshold); // Set the rendering parameters and generate the pass-dependent compositions.

            // Set the additional parameters used only in the specular shading model:
            var parameters = context.MaterialPass.Parameters;

            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairScalesAngle, MathUtil.DegreesToRadians(ScalesAngle));
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularShiftRatio, SpecularShiftRatio);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularColor1, SpecularColor1);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularColor2, SpecularColor2);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularExponent1, SpecularExponent1);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularExponent2, SpecularExponent2);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularScale1, SpecularScale1);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairSpecularScale2, SpecularScale2);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairShiftNoiseScale, ShiftNoiseScale);
            parameters.Set(MaterialSurfaceShadingSpecularHairKeys.HairGlintsNoiseStrength, GlintsNoiseStrength);
            parameters.Set(MaterialKeys.UsePixelShaderWithDepthPass, true); // Indicates that the material requries the full pixel shader durin the depth-only passes (Z prepass or shadow map rendering).

            if (DebugRenderPasses)
            {
                parameters.Set(MaterialHairSharedKeys.PassID, context.PassIndex);   // For debugging the different hair passes.
            }

            var shaderBuilder = context.AddShading(this);

            shaderBuilder.LightDependentSurface = shaderSource;
        }
示例#5
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        private void AddMetalFlakesGlossiness(MaterialGeneratorContext context)
        {
            var surfaceToEyeDistance = LODDistance.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.GlossinessMap, MaterialKeys.GlossinessValue, Color.White));

            // Metal Flakes Glossiness Feature
            context.UseStream(MaterialShaderStage.Pixel, "matGlossiness");

            var baseGlossinessComputeColorMap = BasePaintGlossinessMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.GlossinessMap, MaterialKeys.GlossinessValue));

            var mixinGlossiness = new ShaderMixinSource();

            // Computes glossiness factor for the metal flakes layer (based on the eye to surface distance and the base glossiness value)
            mixinGlossiness.Mixins.Add(new ShaderClassSource("MaterialSurfaceGlossinessMapMetalFlakes", BasePaintGlossinessInvert));

            mixinGlossiness.AddComposition("glossinessMap", baseGlossinessComputeColorMap);
            mixinGlossiness.AddComposition("surfaceToEyeDistanceFactor", surfaceToEyeDistance);

            context.AddShaderSource(MaterialShaderStage.Pixel, mixinGlossiness);
        }
示例#6
0
        public virtual void Visit(MaterialGeneratorContext context)
        {
            // If not enabled, or Material or BlendMap are null, skip this layer
            if (!Enabled || Material is null || BlendMap is null || context.FindAsset is null)
            {
                return;
            }

            // Find the material from the reference
            var material = Material.Descriptor ?? context.FindAsset(Material) as IMaterialDescriptor;

            if (material is null)
            {
                context.Log.Error($"Unable to find material [{Material}].");
                return;
            }

            // Check that material is valid
            var materialName = context.GetAssetFriendlyName(Material);

            if (!context.PushMaterial(material, materialName))
            {
                return;
            }

            try
            {
                // TODO: Because we are not fully supporting Streams declaration in shaders, we have to workaround this limitation by using a dynamic shader (inline)
                // Push a layer for the sub-material
                context.PushOverrides(Overrides);
                context.PushLayer(BlendMap);

                // Generate the material shaders into the current context
                material.Visit(context);
            }
            finally
            {
                // Pop the stack
                context.PopLayer();
                context.PopOverrides();
                context.PopMaterial();
            }
        }
        public override void GenerateShader(MaterialGeneratorContext context)
        {
            base.GenerateShader(context);

            if (hasAlreadyTessellationFeature)
            {
                return;
            }

            // set the tessellation method used enumeration
            context.MaterialPass.TessellationMethod |= StrideTessellationMethod.Flat;

            // create and affect the shader source
            var tessellationShader = new ShaderMixinSource();

            tessellationShader.Mixins.Add(new ShaderClassSource("TessellationFlat"));

            context.Parameters.Set(MaterialKeys.TessellationShader, tessellationShader);
        }
示例#8
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        private void AddMetalFlakesDiffuse(MaterialGeneratorContext context)
        {
            var surfaceToEyeDistance = LODDistance.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.GlossinessMap, MaterialKeys.GlossinessValue, Color.White));

            // Diffuse Feature (interpolated by the 'regular' diffuse map)
            var metalFlakesComputeColorSource = MetalFlakesDiffuseMap.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.DiffuseMap, MaterialKeys.DiffuseValue, Color.White));

            var mixinDiffuse = new ShaderMixinSource();

            // Diffuse uses a custom shader (to perform the interpolation)
            mixinDiffuse.Mixins.Add(new ShaderClassSource("MaterialSurfaceDiffuseMetalFlakes"));

            mixinDiffuse.AddComposition("diffuseMap", metalFlakesComputeColorSource);
            mixinDiffuse.AddComposition("surfaceToEyeDistanceFactor", surfaceToEyeDistance);

            context.UseStream(MaterialShaderStage.Pixel, MaterialDiffuseMapFeature.DiffuseStream.Stream);
            context.UseStream(MaterialShaderStage.Pixel, MaterialDiffuseMapFeature.ColorBaseStream.Stream);

            context.AddShaderSource(MaterialShaderStage.Pixel, mixinDiffuse);
        }
        public override void GenerateShader(MaterialGeneratorContext context)
        {
            // Exclude ambient occlusion from uv-scale overrides
            var revertOverrides = new MaterialOverrides();

            revertOverrides.UVScale = 1.0f / context.CurrentOverrides.UVScale;

            context.PushOverrides(revertOverrides);
            context.SetStream(OcclusionStream.Stream, AmbientOcclusionMap, MaterialKeys.AmbientOcclusionMap, MaterialKeys.AmbientOcclusionValue, Color.White);
            context.PopOverrides();

            context.SetStream("matAmbientOcclusionDirectLightingFactor", DirectLightingFactor, null, MaterialKeys.AmbientOcclusionDirectLightingFactorValue);

            if (CavityMap != null)
            {
                context.SetStream(CavityStream.Stream, CavityMap, MaterialKeys.CavityMap, MaterialKeys.CavityValue, Color.White);
                context.SetStream("matCavityDiffuse", DiffuseCavity, null, MaterialKeys.CavityDiffuseValue);
                context.SetStream("matCavitySpecular", SpecularCavity, null, MaterialKeys.CavitySpecularValue);
            }
        }
示例#10
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        /// <summary>
        /// Initializes a new instance of <see cref="MaterialBlendLayerContext"/>.
        /// </summary>
        /// <param name="context">The material generator context</param>
        /// <param name="parentLayerContext">The parent layer context</param>
        /// <param name="blendMap">The blend map used for this layer</param>
        public MaterialBlendLayerContext(MaterialGeneratorContext context, MaterialBlendLayerContext parentLayerContext, IComputeScalar blendMap)
        {
            if (context == null)
            {
                throw new ArgumentNullException(nameof(context));
            }
            Context  = context;
            Parent   = parentLayerContext;
            BlendMap = blendMap;

            Children      = new List <MaterialBlendLayerContext>();
            ShadingModels = new MaterialShadingModelCollection();

            ContextPerStage = new Dictionary <MaterialShaderStage, MaterialBlendLayerPerStageContext>();
            foreach (MaterialShaderStage stage in Enum.GetValues(typeof(MaterialShaderStage)))
            {
                ContextPerStage[stage] = new MaterialBlendLayerPerStageContext();
            }

            PendingPixelLayerContext = new MaterialBlendLayerPerStageContext();
        }
        public override void GenerateShader(MaterialGeneratorContext context)
        {
            base.GenerateShader(context);

            var attributes = context.CurrentMaterialDescriptor.Attributes;

            int glassPassIndex = context.PassIndex % 2;

            if (attributes.CullMode == CullMode.None)
            {
                context.MaterialPass.CullMode = context.PassIndex < 2 ? CullMode.Back : CullMode.Front;
            }
            else
            {
                context.MaterialPass.CullMode = attributes.CullMode;
            }

            // Compute transmittance
            context.GetShading(this).LightDependentExtraModels.Add(new ShaderClassSource("MaterialTransmittanceReflectanceStream"));

            context.Parameters.Set(MaterialTransmittanceReflectanceStreamKeys.RefractiveIndex, RefractiveIndex);
            context.MaterialPass.HasTransparency = true;
            if (glassPassIndex == 0)
            {
                // Transmittance pass
                context.MaterialPass.BlendState = new BlendStateDescription(Blend.Zero, Blend.SourceColor)
                {
                    RenderTarget0 = { AlphaSourceBlend = Blend.One, AlphaDestinationBlend = Blend.Zero }
                };

                // Shader output is matTransmittance
                // Note: we make sure to run after MaterialTransparencyBlendFeature so that shadingColorAlpha is fully updated
                context.AddFinalCallback(MaterialShaderStage.Pixel, AddMaterialSurfaceTransmittanceShading, MaterialTransparencyBlendFeature.ShadingColorAlphaFinalCallbackOrder + 1);
            }
            else if (glassPassIndex == 1)
            {
                // Reflectance pass
                context.MaterialPass.BlendState = BlendStates.Additive;
            }
        }
示例#12
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        public override void GenerateShader(MaterialGeneratorContext context)
        {
            var alpha = Alpha ?? new ComputeFloat(0.5f);
            var tint  = Tint ?? new ComputeColor(Color.White);

            alpha.ClampFloat(0, 1);

            // Use pre-multiplied alpha to support both additive and alpha blending
            if (context.MaterialPass.BlendState == null)
            {
                context.MaterialPass.BlendState = BlendStates.AlphaBlend;
            }
            context.MaterialPass.HasTransparency = true;
            // Disable alpha-to-coverage. We wanna do alpha blending, not alpha testing.
            context.MaterialPass.AlphaToCoverage = false;
            // TODO GRAPHICS REFACTOR
            //context.Parameters.SetResourceSlow(Effect.BlendStateKey, BlendState.NewFake(blendDesc));

            var alphaColor = alpha.GenerateShaderSource(context, new MaterialComputeColorKeys(MaterialKeys.DiffuseSpecularAlphaBlendMap, MaterialKeys.DiffuseSpecularAlphaBlendValue, Color.White));

            var mixin = new ShaderMixinSource();

            mixin.Mixins.Add(new ShaderClassSource("ComputeColorMaterialAlphaBlend"));
            mixin.AddComposition("color", alphaColor);

            context.SetStream(MaterialShaderStage.Pixel, AlphaBlendStream.Stream, MaterialStreamType.Float2, mixin);
            context.SetStream(AlphaBlendColorStream.Stream, tint, MaterialKeys.AlphaBlendColorMap, MaterialKeys.AlphaBlendColorValue, Color.White);

            context.MaterialPass.Parameters.Set(MaterialKeys.UsePixelShaderWithDepthPass, true);
            if (DitheredShadows)
            {
                context.MaterialPass.Parameters.Set(MaterialKeys.UseDitheredShadows, true);
            }

            if (!context.Tags.Get(HasFinalCallback))
            {
                context.Tags.Set(HasFinalCallback, true);
                context.AddFinalCallback(MaterialShaderStage.Pixel, AddDiffuseSpecularAlphaBlendColor);
            }
        }
        protected virtual void GenerateShaderCompositions(MaterialGeneratorContext context, ShaderMixinSource shaderSource)
        {
            if (Fresnel != null)
            {
                shaderSource.AddComposition("fresnelFunction", Fresnel.Generate(context));
            }

            if (Visibility != null)
            {
                shaderSource.AddComposition("geometricShadowingFunction", Visibility.Generate(context));
            }

            if (NormalDistribution != null)
            {
                shaderSource.AddComposition("normalDistributionFunction", NormalDistribution.Generate(context));
            }

            if (Environment != null)
            {
                shaderSource.AddComposition("environmentFunction", Environment.Generate(context));
            }
        }
示例#14
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        public override void GenerateShader(MaterialGeneratorContext context)
        {
            var shaderSource = new ShaderMixinSource();

            shaderSource.Mixins.Add(new ShaderClassSource("MaterialSurfaceShadingDiffuseHair", IsEnergyConservative, (int)ShadingModel, DebugRenderPasses));

            shaderSource.AddComposition("hairLightAttenuationFunction", LightAttenuationFunction.Generate(context));
            shaderSource.AddComposition("hairDirectionFunction", HairDirectionFunction.Generate(context));
            shaderSource.AddComposition("hairShadowingFunction", HairShadowingFunction.Generate(context));

            HairShared.SetMaterialPassParameters(context, shaderSource, AlphaThreshold); // Set the rendering parameters and generate the pass-dependent compositions.

            context.Parameters.Set(MaterialKeys.UsePixelShaderWithDepthPass, true);      // Indicates that material requries using the pixel shader stage during the depth-only pass (Z prepass or shadow map rendering).

            if (DebugRenderPasses)
            {
                context.Parameters.Set(MaterialHairSharedKeys.PassID, context.PassIndex);   // For debugging the different hair passes.
            }

            var shaderBuilder = context.AddShading(this);

            shaderBuilder.LightDependentSurface = shaderSource;
        }
示例#15
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        public override void GenerateShader(MaterialGeneratorContext context)
        {
            base.GenerateShader(context);

            if (hasAlreadyTessellationFeature)
            {
                return;
            }

            // set the tessellation method used enumeration
            context.MaterialPass.TessellationMethod |= StrideTessellationMethod.PointNormal;

            // create and affect the shader source
            var tessellationShader = new ShaderMixinSource();

            tessellationShader.Mixins.Add(new ShaderClassSource("TessellationPN"));
            if (AdjacentEdgeAverage)
            {
                tessellationShader.Mixins.Add(new ShaderClassSource("TessellationAE4", "PositionWS"));
            }

            context.Parameters.Set(MaterialKeys.TessellationShader, tessellationShader);
        }
示例#16
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        public override void GenerateShader(MaterialGeneratorContext context)
        {
            // Make sure the parameters are not out of range
            ClampInputs();

            // Set the blend state for both pass
            context.MaterialPass.BlendState = BlendStates.Additive;

            var isMetalFlakesPass = (context.PassIndex == 0);

            if (isMetalFlakesPass)
            {
                // Do the Base Paint first
                AddBaseDiffuse(context);
                AddBaseGlossiness(context);

                // Then the Metal Flakes
                AddMetalFlakesDiffuse(context);
                AddMetalFlakesNormal(context);
                AddMetalFlakesGlossiness(context);
                AddMetalFlakesMetalness(context);
            }
            else
            {
                // TODO Add reflections desaturation for environment reflections?
                // Ideally, this should be done on top of the regular specular model.
                // Unfortunately, after some tests, it seems that overriding the ComputeEnvironmentLightContribution is the only way to do so

                // Enable transparency for clear coat pass only
                context.MaterialPass.HasTransparency = true;

                AddClearCoatNormalMap(context);
                AddClearCoatGlossinessMap(context);
                AddClearCoatMetalnessMap(context);
            }
        }
        public override void GenerateShader(MaterialGeneratorContext context)
        {
            if (DisplacementMap == null)
            {
                return;
            }

            var materialStage = (MaterialShaderStage)Stage;

            // reset the displacement streams at the beginning of the stage
            context.AddStreamInitializer(materialStage, "MaterialDisplacementStream");

            // set the blending mode of displacement map to additive (and not default linear blending)
            context.UseStreamWithCustomBlend(materialStage, DisplacementStream, new ShaderClassSource("MaterialStreamAdditiveBlend", DisplacementStream));

            // build the displacement computer
            var displacement = DisplacementMap;

            if (ScaleAndBias) // scale and bias should be done by layer
            {
                displacement = new ComputeBinaryScalar(displacement, new ComputeFloat(2f), BinaryOperator.Multiply);
                displacement = new ComputeBinaryScalar(displacement, new ComputeFloat(1f), BinaryOperator.Subtract);
            }
            displacement = new ComputeBinaryScalar(displacement, Intensity, BinaryOperator.Multiply);

            // Workaround to inform compute colors that sampling is occurring from a vertex shader
            context.IsNotPixelStage = materialStage != MaterialShaderStage.Pixel;
            context.SetStream(materialStage, DisplacementStream, displacement, MaterialKeys.DisplacementMap, MaterialKeys.DisplacementValue);
            context.IsNotPixelStage = false;

            var scaleNormal    = materialStage != MaterialShaderStage.Vertex;
            var positionMember = materialStage == MaterialShaderStage.Vertex ? "Position" : "PositionWS";
            var normalMember   = materialStage == MaterialShaderStage.Vertex ? "meshNormal" : "normalWS";

            context.SetStreamFinalModifier <MaterialDisplacementMapFeature>(materialStage, new ShaderClassSource("MaterialSurfaceDisplacement", positionMember, normalMember, scaleNormal));
        }
示例#18
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 /// <summary>
 /// Called during prepass, used to enumerate extra passes.
 /// </summary>
 /// <param name="context">The context.</param>
 public virtual void MultipassGeneration(MaterialGeneratorContext context)
 {
 }
 public override void MultipassGeneration(MaterialGeneratorContext context)
 {
     context.SetMultiplePasses("Hair", 3);
 }
示例#20
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 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialSpecularMicrofacetNormalDistributionBeckmann"));
 }
示例#21
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 public ShaderSource Generate(MaterialGeneratorContext context, ValueParameterKey <float> uniqueAlphaThresholdKey)
 {
     return(new ShaderClassSource("MaterialHairDiscardFunctionTransparentPass", uniqueAlphaThresholdKey));
 }
示例#22
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        public void Visit(MaterialGeneratorContext context)
        {
            if (!Enabled)
            {
                return;
            }

            // Push overrides of this attributes
            context.PushOverrides(Overrides);

            // Order is important, as some features are dependent on other
            // (For example, Specular can depend on Diffuse in case of Metalness)
            // We may be able to describe a dependency system here, but for now, assume
            // that it won't change much so it is hardcoded

            // If Specular has energy conservative, copy this to the diffuse lambertian model
            // TODO: Should we apply it to any Diffuse Model?
            var isEnergyConservative = (Specular as MaterialSpecularMapFeature)?.IsEnergyConservative ?? false;

            var lambert = DiffuseModel as IEnergyConservativeDiffuseModelFeature;

            if (lambert != null)
            {
                lambert.IsEnergyConservative = isEnergyConservative;
            }

            // Diffuse - these 2 features are always used as a pair
            context.Visit(Diffuse);
            if (Diffuse != null)
            {
                context.Visit(DiffuseModel);
            }

            // Surface Geometry
            context.Visit(Tessellation);
            context.Visit(Displacement);
            context.Visit(Surface);
            context.Visit(MicroSurface);

            // Specular - these 2 features are always used as a pair
            context.Visit(Specular);
            if (Specular != null)
            {
                context.Visit(SpecularModel);
            }

            // Misc
            context.Visit(Occlusion);
            context.Visit(Emissive);
            context.Visit(SubsurfaceScattering);

            // If hair shading is enabled, ignore the transparency feature to avoid errors during shader compilation.
            // Allowing the transparency feature while hair shading is on makes no sense anyway.
            if (!(SpecularModel is MaterialSpecularHairModelFeature) &&
                !(DiffuseModel is MaterialDiffuseHairModelFeature))
            {
                context.Visit(Transparency);
            }

            context.Visit(ClearCoat);

            // Pop overrides
            context.PopOverrides();

            // Only set the cullmode to something
            if (context.Step == MaterialGeneratorStep.GenerateShader && CullMode != CullMode.Back)
            {
                if (context.MaterialPass.CullMode == null)
                {
                    context.MaterialPass.CullMode = CullMode;
                }
            }
        }
示例#23
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 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialCelShadingLightDefault", IsBlackAndWhite));
 }
示例#24
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 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialSpecularMicrofacetEnvironmentGGXPolynomial"));
 }
 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialSpecularMicrofacetVisibilityCookTorrance"));
 }
示例#26
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 private void AddDiffuseSpecularAlphaBlendColor(MaterialShaderStage stage, MaterialGeneratorContext context)
 {
     context.AddShaderSource(MaterialShaderStage.Pixel, new ShaderClassSource("MaterialSurfaceDiffuseSpecularAlphaBlendColor"));
 }
 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialHairLightAttenuationFunctionNone"));
 }
示例#28
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 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialSubsurfaceScatteringScatteringProfileSkin"));
 }
示例#29
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 /// <summary>
 /// Generates the shader for the feature.
 /// </summary>
 /// <param name="context">The context.</param>
 public abstract void GenerateShader(MaterialGeneratorContext context);
 public ShaderSource Generate(MaterialGeneratorContext context)
 {
     return(new ShaderClassSource("MaterialSpecularMicrofacetFresnelThinGlass"));
 }