Add new scene textures SceneStencil and ObjectLayer to sample Stencil buffer
This commit is contained in:
@@ -474,6 +474,23 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
|
||||
value = writeLocal(VariantType::Float3, String::Format(TEXT("GetWorldPos({1}, {0}.rgb)"), depthSample->Value, uv), node);
|
||||
break;
|
||||
}
|
||||
case MaterialSceneTextures::SceneStencil:
|
||||
case MaterialSceneTextures::ObjectLayer:
|
||||
{
|
||||
auto stencilParam = findOrAddSceneTexture(MaterialSceneTextures::SceneStencil);
|
||||
const auto parent = box->GetParent<ShaderGraphNode<>>();
|
||||
MaterialGraphBox* uvBox = parent->GetBox(0);
|
||||
bool useCustomUVs = uvBox->HasConnection();
|
||||
String uv;
|
||||
if (useCustomUVs)
|
||||
uv = MaterialValue::Cast(tryGetValue(uvBox, getUVs), VariantType::Float2).Value;
|
||||
else
|
||||
uv = TEXT("input.TexCoord.xy");
|
||||
const Char* func = type == MaterialSceneTextures::ObjectLayer ? TEXT("STENCIL_BUFFER_OBJECT_LAYER") : TEXT("");
|
||||
value = writeLocal(VariantType::Int, String::Format(TEXT("{2}(STENCIL_BUFFER_LOAD({0}, {1} * ScreenSize.xy))"), stencilParam.ShaderName, uv, func), node);
|
||||
_includes.Add(TEXT("./Flax/Stencil.hlsl"));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
// Sample single texture
|
||||
|
||||
Reference in New Issue
Block a user