Added Stochastic Sampling material node
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@@ -669,6 +669,115 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
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_writer.Write(*triplanarTexture);
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value = result;
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}
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case 17:
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{
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auto textureBox = node->GetBox(0);
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auto uvsBox = node->GetBox(1);
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Value uvs;
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const bool useCustomUVs = uvsBox->HasConnection();
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if (useCustomUVs)
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{
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// Get custom UVs
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uvs = eatBox(uvsBox->GetParent<Node>(), uvsBox->FirstConnection());
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}
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else
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{
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// Use default UVs
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uvs = getUVs;
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}
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if (!textureBox->HasConnection())
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{
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// No texture to sample
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value = Value::Zero;
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break;
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}
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if (!CanUseSample(_treeType))
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{
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// Must sample texture in pixel shader
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value = Value::Zero;
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break;
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}
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const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
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const auto textureParam = findParam(texture.Value);
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const bool isNormalMap = textureParam->Type == MaterialParameterType::NormalMap;
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auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
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createGradients(node);
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auto proceduralSample = String::Format(TEXT(
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" {{\n"
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" float W1, W2, W3;\n"
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" float2 vertex1, vertex2, vertex3;\n"
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" float2 uv = {0} * 3.464; // 2 * sqrt (3);\n"
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" float2 UV1, UV2, UV3;\n"
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" const float2x2 gridToSkewedGrid = float2x2( 1.0, 0.0, -0.57735027, 1.15470054 );\n"
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" float2 skewedCoord = mul( gridToSkewedGrid, uv );\n"
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" int2 baseId = int2( floor( skewedCoord ) );\n"
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" float3 temp = float3( frac( skewedCoord ), 0 );\n"
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" temp.z = 1.0 - temp.x - temp.y;\n"
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" if ( temp.z > 0.0 )\n"
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" {{\n"
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" W1 = temp.z;\n"
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" W2 = temp.y;\n"
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" W3 = temp.x;\n"
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" vertex1 = baseId;\n"
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" vertex2 = baseId + int2( 0, 1 );\n"
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" vertex3 = baseId + int2( 1, 0 );\n"
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" }}\n"
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" else\n"
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" {{\n"
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" W1 = -temp.z;\n"
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" W2 = 1.0 - temp.y;\n"
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" W3 = 1.0 - temp.x;\n"
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" vertex1 = baseId + int2( 1, 1 );\n"
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" vertex2 = baseId + int2( 1, 0 );\n"
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" vertex3 = baseId + int2( 0, 1 );\n"
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" }}\n"
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" UV1 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex1 ) ) * 43758.5453 );\n"
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" UV2 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex2 ) ) * 43758.5453 );\n"
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" UV3 = {0} + frac( sin( mul( float2x2( 127.1, 311.7, 269.5, 183.3 ), vertex3 ) ) * 43758.5453 );\n"
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" float4 tex1 = {1}.SampleGrad(SamplerLinearWrap, UV1, {2}, {3});\n"
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" float4 tex2 = {1}.SampleGrad(SamplerLinearWrap, UV2, {2}, {3});\n"
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" float4 tex3 = {1}.SampleGrad(SamplerLinearWrap, UV3, {2}, {3});\n"
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),
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uvs.Value, // {0}
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texture.Value, // {1}
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_ddx.Value, // {2}
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_ddy.Value // {3}
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);
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// Decode normal map vector
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if (isNormalMap)
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{
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proceduralSample += String::Format(TEXT(
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" tex1.xy = tex1.xy * 2.0 - 1.0;\n"
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" tex1.z = sqrt(saturate(1.0 - dot(tex1.xy, tex1.xy))); \n"
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" tex2.xy = tex2.xy * 2.0 - 1.0;\n"
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" tex2.z = sqrt(saturate(1.0 - dot(tex2.xy, tex2.xy))); \n"
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" tex3.xy = tex3.xy * 2.0 - 1.0;\n"
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" tex3.z = sqrt(saturate(1.0 - dot(tex3.xy, tex3.xy))); \n"
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));
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}
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proceduralSample += String::Format(TEXT(
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" tex1 *= W1;\n"
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" tex2 *= W2;\n"
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" tex3 *= W3;\n"
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" {0} = tex1 + tex2 + tex3;\n"
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" }}\n"
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),
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result.Value // {0}
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);
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_writer.Write(*proceduralSample);
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value = result;
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break;
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}
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default:
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break;
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}
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